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5 replies to this topic

#1
arrowfodder

    Soul Eater

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Once I approve your character, go ahead and put it on here. Remember to toss on your backstory as well. Make it good guys, everyone loves a good backstory.

#2
arrowfodder

    Soul Eater

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Name: Arothas
Class/level: Necromancer 4
Race: High Elf

Strength: 12 (+1)
Agility: 12 (+1)
Stamina: 12 (+1) [increased at level 4]
Intellect: 20 (+4)
Spirit: 12 (+1)
Charisma: 18 (+6)

Size: Medium
Height: 6" 4'
Weight: 145 Ib
Skin: Pale
Eyes: Pale Blue
Hair: Black

Total Hit Points: 17

Action Points: 7

Alignment: True Neutral

Speed: 30 ft

Armor Class: 11

Touch AC: 11
Flat-footed: 11

Initiative modifier: +1 = +1 [Agility]
Fortitude save: +2 = +1 [base] +1 [Stamina]
Reflex save: +2 = +1 [base] +1 [Agility] [+2 against mind-affecting effects)
Will save: +5 = +4 [base] +1 [Spirit]
Attack (handheld): +3 = +2 [base] +1[Strength]
Attack (unarmed): +3 = +2 [base] +1 [Strength]
Attack (missile): +3 = +2 [base] +1 [Agility]
Grapple check: +0 = 0 [base]

Languages:
Common
Thalassian
Orcish
Dwarven
Goblin

Feats:

Scribe Scroll
Magic Energy Control
Combat Expertise

□ APPRAISE ■ INT=
□ BALANCE ■ AGY*=
□ BLUFF ■ CHA= 7 [7 ranks]
□ CLIMB ■ STR*=
□ CONCENTRATION ■ STA= 9 [7 ranks] [+2 racial]
□ CRAFT () ■ INT=
□ CRAFT () ■ INT=
□ CRAFT () ■ INT=
□ DECIPHER SCRIPT INT= 7
□ DIPLOMACY ■ CHA= 1 [2 ranks]
□ DISABLE DEVICE INT=
□ DISGUISE ■ CHA=
□ ESCAPE ARTIST ■ AGY*=
□ FORGERY ■ INT =
□ GATHER INFORMATION ■ CHA =
□ HANDLE ANIMAL CHA=
□ HEAL ■ SPT=
□ INTIMIDATE ■ CHA=
□ JUMP ■ STR*=
□ KNOWLEDGE (ARCANA) INT= 9 [7 ranks] [+2 racial]
□ KNOWLEDGE (LOCAL) INT= 3 [3 ranks]
□ KNOWLEDGE (MILITARY TACTICS) INT= 1 [1 rank]
□ KNOWLEDGE (THE PLANES) INT= 7 [7 ranks]
□ KNOWLEDGE (NATURE) INT=
□ KNOWLEDGE (NOBILITY & ROYALTY ) INT=
□ KNOWLEDGE (RELIGION) INT=
□ LISTEN ■ SPT= 2 [4 ranks]
□ OPEN LOCK ■ AGY=
□ PERFORM ■ CHA =
□ PROFESSION () ■ SPT=
□ RIDE ■ DEX=
□ SEARCH ■ INT=
□ SENSE MOTIVE ■ SPT=
□ SLEIGHT OF HAND ■ AGY=
□ SPOT ■ SPT= 2 [4 ranks]
□ SPEAK LANGUAGE ■ NONE=
□ STEALTH ■ AGY=
□ SWIM ■ STR*=
□ TUMBLE ■ DEX*=
□ USE MAGIC DEVICE ■ CHA=
□ USE ROPE ■ AGY=
□ USE TECHNOLOGICAL DEVICE ■ INT=
□ SPELLCRAFT ■ INT= 9 [7 ranks] [+2 racial]

* = check penalty for wearing armor

Class features:

Death Touch
Death Resistance

Cantrips: 4 Prepared

-Disrupt Undead [x2]
-Detect Magic [x2]

Level 1 Spells: 5 Prepared

-Alarm
-Comprehend Languages
-Identify
-Moonglaive [x2]

Level 2 Spells: 3 Prepared

-Death Coil, Lesser
-Frost Armor
-Mirror Image

Class HP rolled
Level 1: 4
Level 2: 1
Level 3: 3
Level 4: 4

Equipment:
-2 Gold
-3 Silver
-4 Copper
-Explorer's Outfit
-Spellbook
-Backpack
-Belt Pouch
-Waterskin
-Longsword
-Shortbow
-20 Arrows
-Tent
-Blanket, Winter
-Flint and Steel
-Sheet of Parchment [x4]
-Trail Rations [x7]
-Torch [4]
-Whetstone
-Common Wine [x4]


Light load: 1-43 Ib
Medium load: 44-86 Ib
Heavy load: 87-130 Ib
Lift over head:
Lift off ground:
Push or drag:

Backstory:

Duskwalker the Outcast... As he was sometimes known by his arrogant, elitistic kin. You see, anyone outside social norms, rare as that is, is never appreciated in Thalassian society. Sometimes, this can be because you study some wierd, alien magic, such as Necromancy... Other times, it is far, far more petty. Like being born with black hair in an exclusively blonde society. And, when you are abnormal... You are pretty much sealed off from normal Thalassians. When they pass you in the street, they will, at very best ignore you as you pass by, and will never say 'sorry' when they bump into you. Ever. And that's for the lucky guvs.

Given the completely non-Elven name Duskwalker, he grew up in the company of other rare outcasts, and the only real social contact he had was with passing humans. Humans, being humans, often found non-standard Elves a fashination, although the fact that even the most shunned members of Highborne society kept their arrogance close often shooed them off.

Being an outcast, yet having a brilliant mind and an intense desire to study magic, Arothas turned to the first available source. Another outcast, a Necromancer, was that teacher he desired.

It was, in hindsight, quite easy to convince the Necromancer that Arothas should, indeed, gain access to magic... For even the blind could see that Arothas was meant for it, that it was his calling.

And so, his place in society diminished further - for while at this time humans didn't hold nearly the amount of contempt for Necromancy that they do now, even the most foolhardy of them knew that Necromancers were not to be trusted. The fact that Arothas could probably talk them into killing themselves over a stolen wine-bottle only made it worse.

Eventually, the (quite unskilled, actually) Necromancer (Arothas never learned his name) had nothing left to teach. So, having nothing to do, no skills in any real craft and despised by regular Elves, merely trudged into the closest (human) shop, bought a lot of stuff, and set off. For one year he has been wandering the countryside, renowned where he has passed through but otherwise unknown in the grand scheme of things. In one year, his knowledge of Necromancy increased through that disgustingly dangerous teacher - experience. And yet, while probably one of the most skilled Elven Necromancers ever (on the account that they are practically non-existant) he yearns for so much more.

Recent events, however, events of death and destruction, the great ugly thing known as the Third War, has horrified and distanced Arothas from the vile arts of Necromancy, now ever more wary of the Arcane's influence.

He has taken up a more... Traditional branch of study. He calls himself not a Necromancer now, but a Mage, although thus far, he has few of their skills. But, however, through his contemplation of the Third War, the nature of the Arcane and it's inherent lures... He has conquered his addiction. It is not gone, yet he ignores it, distances himself from it with every single breath. He is determined to prove himself. He has the Charisma to sway villages, the intelligence to outwit the greatest of Human scholars.

One Elf against an unfriendly world, full of Undead, several races of incredibly arrogant and moronic Elves, clumpsy, foolish humans, greedy goblins, stubborn foolish dwarves, mad Demons, alien races and technological wonders...

He glares at this Reign of Chaos, and stands defiant.

No way he's going to remain un noticed.

No bleeding way his deeds will be unwritten.

No cursed, damned way that the Scourge will stop him.

Let them eat cake, and die.

Edited by arrowfodder, 20 May 2009 - 03:40 PM.


#3
arrowfodder

    Soul Eater

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Karie
Female Human Hunter 4 (Druid Varient)
Neutral Good
Representing Omnomnom

Strength 14 (+1)
Dexterity 15 (+2)
Constitution 18 (+4)
Intelligence 16 (+3)
Wisdom 18 (+4)
Charisma 13 (+1)
Size: Medium
Height: 6' 0"
Weight: 145 lb
Skin: Tan
Eyes: Hazel
Hair: Blonde; Straight
Total Hit Points: 41

Speed: 20 feet [armor]

Armor Class: 15 = 10 +3 [hide] +2 [Dexterity]

Touch AC: 12
Flat-footed: 13

Initiative modifier: +6 = +2 [dexterity] + 4 improved Inititive.

Fortitude save: +8 = 4 [base] +4 [constitution]
Reflex save: +1 = 1 [base] +2 [Dexterity]
Will save: +7 = 4 [base] +3 [wisdom]

Attack (handheld): +4 = 3 [base] + 1 [Str]
Attack (unarmed): +4 = 3 [base] + 1 [Str]
Attack (missile): +5 = 3 [base] +2 [Dexterity]
Grapple check: +4 = 3 [base] +1 [str]

Light load:38 lb. or less
Medium load:39-76 lb.
Heavy load:77-115 lb.
Lift over head:115 lb.
Lift off ground:230 lb.
Push or drag:575 lb.




Languages: Celestial Common Druidic Elven Orc Undercommon
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]

Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]

Longbow [1d8, crit x3, 3lbs, two handed, Piercing]

Hide armor [medium; +3 AC; max dex +4; check penalty -3; 25 lb.]

Feats:
Improved Inititive
Eschew Materials
Run
Track(Hunter)

Traits:

Skill Name

Appraise Int 4 = +4
Balance Dex* 0 = +0
Bluff Cha 2 = +2
Climb Str* 0 = +0
Concentration Con 11= +4 +7
Craft_1 Int 4 = +4
Craft_2 Int 4 = +4
Craft_3 Int 4 = +4
Diplomacy Cha 9 = +2 +7
Disguise Cha 2 = +2
Escape Artist Dex* 0 = +0
Forgery Int 4 = +4
Gather Information Cha 2 = +2
Handle Animal Cha 9 = +2 +7
Heal Wis 10= +3 +7
Hide Dex* 0 = +0
Intimidate Cha 2 = +2
Jump Str* -6= +0 -6 [speed 20]
Knowledge (nature) Int 13= +4 +7 +2 [druid]
Listen Wis 10= +3 +7
Move Silently Dex* 0 = +0
Perform_1 Cha 2 = +2
Ride Dex 2 = +0 +2 [handle animal]
Search Int 4 = +4
Sense Motive Wis 3 = +3
Spellcraft Int 11= +4 +7
Spot Wis 10= +3 +7
Survival Wis 5 = +3 +2 [druid]
Swim Str** 7 = +0 +7
Use Rope Dex 0 = +0
* = check penalty for wearing armor

Handle Animal >=5 ranks gives +2 on wild empathy checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.

Zero-level Druid spells: 5 per day



First-level Druid spells: 4 (3+1) per day



Second-level Druid spells: 3 (2+1) per day



Human:

Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Hunter (Druid Variation):
Animal Companion

Wild Empathy

+2 on Knowledge (nature) and Survival (already included)

Woodland Stride (level 2)

Trackless Step (level 3)

Resist Nature's Lure (level 4)

Venom Immunity (level 9)

A Thousand Faces (level 13)

Timeless Body (level 15)

VARIATION
Variation created for the Warcraft Campain, is based off the Hunter form WoW(from what i read).
Changes - No Wildshape
- No Spontanous Casting
- Gain the Ablity to wear metal armor with no penalties at level 10
- Druids Animal Compaion has +2 competetive level bonus for ablities.
- Gains Weapon Proficientcy for Longbow and Shortbow
- Gains track feat at level 4

High wisdom gains bonus spells daily

Class HP rolled
Level 1: Druid 8
Level 2: Druid 4
Level 3: Druid 5
Level 4: Druid 8 +1 to strength

Katie's Equipment:
34 lb

_____
34 lb Weapons / Armor / Shield (from above)
Holly and mistletoe

Total
Animal Companion: Bear (black)
Medium-Size Animal

Hit dice 3d8+8 (30 hit points)

Initiative +2 (Dex)
Speed 40 feet

AC: 13 ( +1 Dex +4 natural)

Attacks: 2 claws +6 melee; Bite +1 melee;

Damage 1d4+4 (claw); 1d6+2 (bite);

Special Qualities: Scent

Saves: Fort +5; Ref +4; Will +2

Abilities: Str 20, Dex 14, Con 15, Int 2, Wis 12, Cha 6

Skills: Climb +6; Listen +4; Spot +7; Swim +8;

Link, share spells

Bonus tricks: 1
Roll
Sit
Stay
More about Katie

#4
Omnomnom

    Keeper of Secrets

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Zero-level Druid spells: 5 per day
Light
Detect Magic
Detect Poison
Cure Minor Wounds
Create Water

First-level Druid spells: 4 (3+1) per day
Pass without Trace
Speak with Animals
Produce Flame
Cure Light Wounds

Second-level Druid spells: 3 (2+1) per day
Warp Wood
Flame Blade
Soften Earth and Stone

#5
arrowfodder

    Soul Eater

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Name: Ilwerenta
Male High Elf
Ranger 2 / Ninja 2
Chaotic Neutral
Representing Oloth the Mad


Strength 13 (+1)
Agility 19 (+4)
Constitution 13 (+1)
Intelligence 18 (+4)
Spirit 16 (+3)
Charisma 17 (+3)
Size: Medium
Height: 6' 2"
Weight: 160 lb
Skin: Tan
Eyes: Violet
Hair: Red; Wavy; Beardless




Total Hit Points: 27

Speed: 30 feet

Armor Class: 17 = 10 +4 [dexterity]

Touch AC: 17
Flat-footed: 13
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +4 = 3 [base] +1 [constitution]
Reflex save: +10 = 6 [base] +4 [dexterity]
Will save: +3 = 0 [base] +3 [wisdom]
Attack (handheld): +4 = 3 [base] +1 [strength]
Attack (unarmed): +4 =3 [base] +1 [strength]
Attack (missile): +7 = 3 [base] +4 [dexterity]
Grapple check: +4 = 3 [base] +1 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.




Languages: Common, Thalassian, Orcish, kalamdoran
, Darnassian, Goblin


Feats:

Track
Quick draw


Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 4 = +4
Balance Dex* 4 = +4
Bluff Cha 3 = +3
Climb Str* 1 = +1
Concentration Con 3 = +1 +2 (racial bonus)
Craft_1 Int 7 = +4 +3
Craft_2 Int 4 = +4
Craft_3 Int 4 = +4
Diplomacy Cha 3 = +3
Disguise Cha 3 = +3
Escape Artist Dex* 4 = +4
Forgery Int 4 = +4
Gather Information Cha 3 = +3
Handle Animal Cha 12 = +3 +7 +2
Heal Wis 3 = +3
Hide Dex* 4 = +4
Intimidate Cha 3 = +3
Jump Str* 1 = +1
Knowledge (arcana) 6 = 2 +2 (racial bonus)
Knowledge (nature) Int 13 = +4 +7 +2 [survival]
Listen Wis 10 = +3 +7
Perform_1 Cha 3 = +3
Perform_2 Cha 3 = +3
Perform_3 Cha 3 = +3
Perform_4 Cha 3 = +3
Perform_5 Cha 3 = +3
Ride Dex 6 = +4 +2 [handle animal]
Search Int 11 = +4 +7
Sense Motive Wis 3 = +3
Spellcraft 6 = 4 +2 (racial bonus)
Spot Wis 10 = +3 +7
Stealth 11 = 4 +7
Survival Wis 10 = +3 +7
Swim Str** 1 = +1
Use Rope Dex 4 = +4


* = check penalty for wearing armor

Handle Animal >=5 ranks gives +2 on wild empathy checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Search >=5 ranks gives +2 on survival checks while tracking.


High elf



-2 constitution

+2 intelligence

Hunter 2 levels
animal empathy
serpent sting
sting 3/d

high elf 2 levels
+2 agility
spell-like abilities
improved caster level

Composite longbow
Longsword (2)
5 quivers
Studded leather
nightsaber w/ bit and bridle, exotic saddle, and saddlebags
climber's kit
rope, silk, 200'
spyglass
waterskin (2)
pouch, belt (10)
quarterstaff
handaxe
dagger (13)


Ilwerenta or Skybow, as he was named by the being who raised him from birth, a Night elf who wanted so see if a high elf could be raised not to be addicted to magic, or to follow in his races footsteps, when he was found in a burnt out village as a baby, was raised to be a hunter and to worship the night elfs gods. Though he was shunned for the majority by the other night elfs, he was finally, though with reservation, by the hunters when it was seen how well he did as a hunter. Having an adventureous spirit, when he reached his majority, he decided to travel the world and was given a rare gift by his former mentor/father, a black nightsaber, to travel the lands and the world.

#6
Doubledutch

    Knight

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Lok
Male Jungle Troll [Hunter(4)]
Neutral
Representing Doubledutch

STR 15 (+2)
AGY 20 (+5)
STAM 15 (+2)
INT 9 (-1)
SPT 14 (+2)
CHA 14 (+2)

Size: Medium
Height: 6' 11"
Weight: 215 lb
Skin: Grey
Eyes: Black
Hair: Orange Mohawk

Total Hit Points: 27
Speed: 30 feet
Armor Class: 18 = 10 +2 [leather] +5 [Agility]
Touch AC: 16
Flat-footed: 13

Initiative modifier: +5 = +5 [Agility]
Fortitude save: +3
Reflex save: +8
Will save: +3

Attack (handheld): +5 = 3 [base] +1 [strength] +1 [small]
Attack (unarmed): +5 = 3 [base] +1 [strength] +1 [small]
Attack (missile): +9 = 3 [base] +5 [dexterity] +1 [small]
Grapple check: +0 = 3 [base] +1 [strength] -4 [small]


Languages:
Feats:
Toughness
Skill Focus [Handle Animal]


Traits:

Skill
APPRAISE•INT -1
BALANCE•AGY 5
BLUFF•CHA 2
CLIMB•STR* 2
CONCENTRATION•STA 2
CRAFT•(__________________) INT -1
CRAFT•(__________________) INT -1
CRAFT•(__________________) INT -1
DECIPHER SCRIPT INT -1
DIPLOMACY•CHA 2
DISABLE DEVICE INT -1
DISGUISE•CHA 2
ESCAPE ARTIST•AGY 5
FORGERY•INT -1
GATHER INFORMATION•CHA 2
HANDLE ANIMAL CHA 11
HEAL•SPT 2
INTIMIDATE•CHA 2
JUMP•STR* 4
KNOWLEDGE (____________) INT -1
KNOWLEDGE (____________) INT -1
KNOWLEDGE (____________) INT -1
KNOWLEDGE (____________) INT -1
KNOWLEDGE (____________) INT -1
LISTEN• SPT 2
OPEN LOCK AGY 5
PERFORM (________________) CHA 2
PERFORM (________________) CHA 2
PERFORM (________________) CHA 2
PROFESSION (_____________) SPT 2
PROFESSION (_____________) SPT 2
RIDE•AGY 5
SEARCH•INT -1
SENSE MOTIVE•SPT 2
SLEIGHT OF HAND AGY 5
SPELLCRAFT INT -1
SPOT•SPT 2
STEALTH•AGY* 8
SURVIVAL•SPT 11
SWIM•STR* 2
TUMBLE AGY 11
USE MAGIC DEVICE CHA 2
USE ROPE•AGY 5



Class HP rolled
Level 1: Hunter 10
Level 2: Hunter 5
Level 3: Hunter 4
Level 4: Hunter 5

Equipment:
Javelin
Throwing Axe (2)
Kukri
+1 Spear
Sling and Bullets
+1 Mithril Chain Shirt
Backpack
50ft. Spider Silk Rope
Flint and Steel
Waterskin
Thunderstone (3)
Sunrod (2)
Tanglefoot Bag (2)
Bedroll
Smokestick (2)
Healer's Kit (2)
530 gp


Every child in the realms knows the tale of Gur T'ksaz, an ancient orcish wizard. It is said that he was an extremely talented wizard and generally not trusted by his people because of his magic and superior intellect. He was the only literate member of the horde in his day. His tribe once settled Darkshore, however, no trace of the village has ever been found. As the story goes, an orc child began drawing pictures in the dirt that none of the other orcs could understand. The pictures were of clouds the child saw in the sky. The orcs, being illiterate, thought these were letters. They blamed Gur for this and two days later they boiled him alive and ate orc soup for 2 weeks. It is said that his spirit now haunts Darkshore and attempts to teach any children he comes in contact with how to read.

Three years ago two humans, Devin Stisk and Kyle Hostiff, and the orc Targ Fang traveled to Darkshore to find the spirit of Gur T'ksaz. They were never seen again. Last month a journal was found detailing the travels of this group. Below are a few exerts from that journal.

Taryn Highsmith (Elven Historian)
...Excuse me, excuse me, professor Highsmith. Are you aware of the legend Gur T'ksaz?

Gur T'ksaz hmmm...ah the orc spirit that teaches children to read? In Darkshore, correct?

Yes, exactly. What do you make of the legend?

Seriously?

Yes, sir.

It's just a story. Not even a good one at that.

What about the sightings?

There have been sightings?

No, I was hoping you knew of some. When asked about the legend in a recent poll of six year-olds over 15% of them believed the spirit is
real. How can you explain that?

It is clear that at least 15% of all six year-olds are retarded. Come on a literate orc and a wizard? I'm dumber for just having heard that.
I have to g...


OK. We've been on the run for two weeks trying to get to Darkshore. Taryn Highsmith was one of the most respected and beloved historians the elves had ever produced. I can't believe Targ killed him.

Lok (Jungle Troll Hunter)
Tell me, Lok. Are you familiar with the legend of Gur T'ksaz?

I have always been different than other trolls. I stay cool, calmed and collected while most trolls tend to be...a bit hyper. Other races
tend to describe them as being bloodthirsty psychopathic sociopaths. I grew up hearing elders describe the terrors of war. They said you
could always feel the gods on your tapping your shoulder. The gods would just keep tapping warriors compelling them to something after each
tap. I thought they were just stories until I had a similar experience the day after my 12th birthday. I was watching my flock of sheep as
they fed. You always had to be on the lookout for wolves in the lower altitude meadows. I dozed off watching them one spring morning. I
woke up after getting slapped in the face. I was a bit groggy while I looked for the slapping culprit. I could hear a sheep bleating. I
looked down on my lap and saw that I was slapped by a sheep's tongue. I heard a pop and looked up and was showered in sheep blood and body parts. I was pretty scared at this point and shuttered when I heard another sheep bleating. As I watched him, he just exploded. It happened to my entire flock. Then I felt a tapping on my shoulder and began uttering words that weren't my own. I ran all the way home. That was the day I became a hunter to protect animals from explosion by killing them before they exploded.


Wow! That has absolutely nothing to do with Gur T'ksaz.


What? Oh, I'm sorry. I wasn't talking to you. That guy over there asked me why I became a hunter. What did you want?

The legend of Gur T'ksaz. Are you familiar with it?

No.

Oh. Thanks for your time I guess.

You're welcome....

Targ just ate the map and part of Devin's wooden leg. Oh, gods! He just drank a vial of ink. I hope I have enough to finish this journal.
We're not going to get out of this evil forest...

I had to make the hardest decision of my life today. We hadn't eaten for a day and a half. We had to eat Devin to stave off starvation...

I am so sorry. I am so sorry. This is my fault. Completely my fault. It was my idea to come to this forest and now we are going to die
here. If you find this, know that we found...


At this point the scratches on the paper clearly show that they had run out of ink. Does the spirit exist? Maybe. Maybe not. We probably
will never know. Before you make your decision know this. Devin, Kyle and Targ had a second grade education. The journal was is
grammatically correct and every word is spelled correctly.





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