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Eye of Grummsh

PostPosted: Tue Feb 17, 2009 9:20 am


rules set: 4 edition
level 3
starting gold :900 gold
Races: must be chosen from PHB or MM
Classes: any as long as the playtest is available
Description: A group known as the Tainted will try to resurrect a dark god long forgotten by most. They will travel from place to place to release seals. These seals will do something random and weird to happen to each town near the seal and the heros must return the towns to normal and prevent the god from awakening.
DO NOT POST UNTIL I SAY GAME IS ON!
PM if you wanna join and to give me your character sheet

Also you can choose one craft and one profession to be trained in along with your class skills
PostPosted: Tue Feb 17, 2009 9:34 am


Leivv, level 3
Eladrin, Rogue
Build: Cutthroat Rogue
Rogue Tactics: Artful Dodger
Background: Amn

FINAL ABILITY SCORES
Str 8, Con 14, Dex 20, Int 12, Wis 10, Cha 11.

Starting Ability Scores
Str 8, Con 14, Dex 18, Int 10, Wis 10, Cha 11.


AC: 18 Fort: 13 Reflex: 18 Will: 12
HP: 36 Surges: 8 Surge Value: 9

TRAINED SKILLS
Perception, Stealth, Thievery, Intimidate, Bluff, Streetwise, Dungeoneering.

FEATS
1: Backstabber
2: Weapon Proficiency (Rapier)

POWERS
1, At-Will: Sly Flourish
1, At-Will: Riposte Strike
1, Encounter: Dazing Strike
1, Daily: Confounding Attack
2, Utility: Quick Fingers
3, Encounter: Trickster's Blade

ITEMS
Bedroll, Crossbow Bolts (20), Rations, Trail (3), Thieves' Tools, Leather Armor, Dagger, Hand Crossbow, Backpack (empty), Rapier

====== Created Using Wizards of the Coast D&DI Character Builder ======
Alexander, level 3
Human, Cleric
Build: Devoted Cleric
Background: Cloistered Priest

FINAL ABILITY SCORES
Str 8, Con 13, Dex 14, Int 10, Wis 18, Cha 14.

Starting Ability Scores
Str 8, Con 13, Dex 14, Int 10, Wis 16, Cha 14.


AC: 17 Fort: 13 Reflex: 14 Will: 18
HP: 35 Surges: 8 Surge Value: 8

TRAINED SKILLS
Diplomacy, Religion, History, Arcana, Heal.

FEATS
1: Ritual Caster
1: Action Surge
1: Armor of Bahamut
2: Quick Draw

POWERS
1, At-Will: Lance of Faith
1, At-Will: Sacred Flame
1, At-Will: Priest's Shield
1, Encounter: Divine Glow
1, Daily: Cascade of Light
2, Utility: Cure Light Wounds
3, Encounter: Daunting Light

ITEMS
Adventurer's Kit, Climber's Kit, Crossbow Bolts (60), Ritual Book, Gentle Repose, Tenser's Floating Disk, Tent, Symbol of Life +1, Symbol of Divinity +1, Medic's Crossbow +1, Serpentskin Hide Armor +1, Seek Rumor, Amanuensis
====== Created Using Wizards of the Coast D&DI Character Builder ======

====== Created Using Wizards of the Coast D&DI Character Builder ======
Titan, Level 3
Warforged Barbarian
Build: Rageblood Barbarian
Feral Might: Rageblood Vigor

FINAL ABILITY SCORES
Str 20, Con 16, Dex 10, Int 10, Wis 8, Cha 11.


AC: 17 Fort: 18 Reflex: 11 Will: 12
HP: 43 Surges: 11 Surge Value: 10

TRAINED SKILLS
Heal, Intimidate, Perception.

FEATS
1: Warforged Tactics
2: Weapon Proficiency - Fullblade

POWERS
1, At-Will: Rage Strike
1, At-Will: Howling Strike
1, At-Will: Recuperating Strike
1, Encounter: Warforged Resolve
1, Encounter: Swift Charge
1, Encounter: Great Cleave
1, Daily: Bloodhunt Rage
2, Utility: Primal Vitality
3, Encounter: Hammerfall Strike

ITEMS
Starter Adventurer's Kit, Thundering Fullblade +1, Earthhide Armor of Resistance +1, Elixir of Dragonbreath x3.
====== Created Using Wizards of the Coast D&DI Character Builder ======

Hadarai, level 3
Eladrin, Swordmage
Build: Shielding Swordmage
Swordmage Aegis: Aegis of Shielding
Background: Wandering Mercenary

FINAL ABILITY SCORES
Str 12, Con 16, Dex 14, Int 18, Wis 10, Cha 8.

Starting Ability Scores
Str 12, Con 16, Dex 12, Int 16, Wis 10, Cha 8.


AC: 21 Fort: 15 Reflex: 16 Will: 15
HP: 48 Surges: 11 Surge Value: 12

TRAINED SKILLS
Acrobatics, Arcana, Athletics, History, Endurance.

FEATS
1: Intelligent Blademaster
2: Toughness

POWERS
1, At-Will: Booming Blade
1, At-Will: Frigid Blade
1, Encounter: Flame Cyclone
1, Daily: Dimensional Thunder
2, Utility: Dimensional Warp
3, Encounter: Transposing Lunge

ITEMS
Adventurer's Kit, Bloodclaw Longsword +1, Talon Amulet +1, Ale, Pitcher, Breaching Leather Armor +1, Wine, Bottle (3)
====== Created Using Wizards of the Coast D&DI Character Builder ======

(I am playing to -Warblade)
Seth
Male Doppelganger Warlock / Rogue
Level 3
Good (Chaotic)



Strength 15 (+2)
Constitution 14 (+2)
Dexterity 14 (+2)
Intelligence 17 (+3)
Wisdom 17 (+3)
Charisma 17 (+3)
Height: 6' 0"
Weight: 155 lb
Skin: Tan
Eyes: Green
Hair: Light Brown; Straight




Maximum Hit Points: 36


Bloodied: 18
Surge Value: 9
Surges / Day: 8 [includes constitution modifier]



Size: Medium
Speed: 6 squares
Vision: Normal


Initiative: 1d20 +3 = + 1 [half level] + 2 [dexterity]
Base Strength Attack: 1d20 +3 = + 1 [half level] + 2 [strength]
Base Dexterity Attack: 1d20 +3 = + 1 [half level] + 2 [dexterity]
Base Constitution Attack: 1d20 +3 = + 1 [half level] + 2 [constitution]
Base Intelligence Attack: 1d20 +4 = + 1 [half level] + 3 [intelligence]
Base Wisdom Attack: 1d20 +4 = + 1 [half level] + 3 [wisdom]
Base Charisma Attack: 1d20 +4 = + 1 [half level] + 3 [charisma]


Armor Class: 16 = 10 + 1 [half level] + 3 [intelligence] + 2 [leather]
Fortitude Defense: 13 = 10 + 1 [half level] + 2 [strength]
Reflex Defense: 15 = 10 + 1 [half level] + 1 [warlock] + 3 [intelligence]
Will Defense: 16 = 10 + 1 [half level] + 1 [Doppelganger] + 1 [warlock] + 3 [wisdom]


Armor: Leather (15 lb)

Shield: None


Attacks:


Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength]
Dagger: +6 vs AC [+3 strength] [+3 proficiency]; damage 1[W]=1d4+2 [strength] 1 lb (Light blade); usable off-hand; light throwable
Thrown: +6 vs AC [+3 dexterity] [+3 proficient, damage 1d4+2 [dexterity]
Eldritch Blast +4i (constitution / charisma) vs reflex
Spiteful Glamor +4i [base charisma attack] vs reflex
Cursebite [FRPG] +4i [base charisma attack] vs fortitude
Your Glorious Sacrifice [FRPG] +4i [base charisma attack] vs fortitude
Your Delicious Weakness [FRPG] +4i [base charisma attack] vs reflex
i Implement-usable power. Apply a bonus as appropriate.


Base Saving Throw: d20 vs 10

Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
150 lb.
300 lb.
750 lb.

Languages: Common;

Rituals Known:
Comprehend Language [Level 1]
Make Whole [Level 1]
Secret Page [Level 1]
Eye of Alarm [Level 2]
Detect Secret Doors [Level 3]

Skills:

Acrobatics: +3 = 2 [dexterity] + 1 [half level]
Arcana: +9 = 3 [intelligence] + 1 [half level] + 5 [class training]
Athletics: +3 = 2 [strength] + 1 [half level]
Bluff: +6 = 3 [charisma] + 1 [half level] + 2 [Doppelganger]
Diplomacy: +4 = 3 [charisma] + 1 [half level]
Dungeoneering: +4 = 3 [wisdom] + 1 [half level]
Endurance: +3 = 2 [constitution] + 1 [half level]
Heal: +4 = 3 [wisdom] + 1 [half level]
History: +9 = 3 [intelligence] + 1 [half level] + 5 [class training]
Insight: +6 = 3 [wisdom] + 1 [half level] + 2 [Doppelganger]
Intimidate: +9 = 3 [charisma] + 1 [half level] + 5 [class training]
Nature: +4 = 3 [wisdom] + 1 [half level]
Perception: +4 = 3 [wisdom] + 1 [half level]
Religion: +4 = 3 [intelligence] + 1 [half level]
Stealth: +3 = 2 [dexterity] + 1 [half level]
Streetwise: +9 = 3 [charisma] + 1 [half level] + 5 [class training]
Thievery: +8 = 2 [dexterity] + 1 [half level] + 5 [multiclass training]

Feats:

Sneak of Shadows [multiclass rogue]
Ritual Caster


At-Will:
Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity]
Bull Rush: +3 [base strength attack] vs fortitude
Grab: +3 [base strength attack] vs reflex
Move grabbed target: +3 [base strength attack] vs fortitude
Escape: +3 [acrobatics] vs reflex / +3 [athletics] vs fortitude
Change Shape [doppelganger]
Warlock's Curse [Warlock][minor action]
Eldritch Blast [Level 1]
Spiteful Glamor [FRPG; Level 1]

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery depending on circumstances)

Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check



Encounter Powers:


Second Wind
Spend an Action Point [free action, not in surprise round]
Sneak Attack [Sneak of Shadows multiclass rogue][sneak attack once per encounter with combat advantage]
Cursebite [FRPG; Level 1]
Spider Scuttle [FRPG; Level 2 Utility][free action]
Your Delicious Weakness [FRPG; Level 3]

Daily Powers:


Your Glorious Sacrifice [FRPG; Level 1]

Doppelganger
+2 Intelligence, +2 Charisma (already included)
+2 Bluff, +2 Insight
Mental Defense (+1 will save)
Change Shape (see Monster Manual)
Warlock

Eldritch Blast
This warlock's pact is dark, with the Darkspiral Aura pact boon.
Prime Shot
Shadow Walk
Warlock's Curse



Seth's Equipment:___
54 lb Weapons / Armor / Shield (from above)
Backpack,Bedroll,Flint and steel,Pouch (belt) x1, Rations (1 day) x10,Rope (50', hempen) x1,Sunrods x2,Waterskins x1, Ritual book x1, Ritual components,Thieves' tools, pact blade+1(level 3 item), belt of vigor +1

------------------------------------------------------------------------------------------------------

Morathik
Male Shadar-kai Warlord
Level 3
Unaligned
Strength 16 (+3)
Constitution 15 (+2)
Dexterity 16 (+3)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 16 (+3)
Height: 6' 0"
Weight: 170 lb
Skin: Gray
Eyes: Black
Hair: Black; Straight; Beardless

Maximum Hit Points: 37
Bloodied: 18
Surge Value: 9
Surges / Day: 9 [includes constitution modifier]

Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Low-light
Initiative: 1d20 +8 = + 1 [half level] + 3 [dexterity] + 2 [quick draw] + 2 [combat leader]
Base Strength Attack: 1d20 +4 = + 1 [half level] + 3 [strength]
Base Dexterity Attack: 1d20 +4 = + 1 [half level] + 3 [dexterity]
Base Constitution Attack: 1d20 +3 = + 1 [half level] + 2 [constitution]
Base Intelligence Attack: 1d20 +5 = + 1 [half level] + 4 [intelligence]
Base Wisdom Attack: 1d20 +2 = + 1 [half level] + 1 [wisdom]
Base Charisma Attack: 1d20 +4 = + 1 [half level] + 3 [charisma]
Armor Class: 17 = 10 + 1 [half level] + 6 [chainmail]
Fortitude Defense: 16 = 10 + 1 [half level] + 1 [Shadar-Kai] + 1 [warlord] + 3 [strength]
Reflex Defense: 15 = 10 + 1 [half level] + 4 [intelligence]
Will Defense: 15 = 10 + 1 [half level] + 1 [warlord] + 3 [charisma]
Armor: Chainmail (40 lb)

Shield: None
Attacks:
Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength]
Short sword: +7 vs AC [+4 strength] [+3 proficiency]; damage 1[W]=1d6+3 [strength] 2 lb (Light blade) Usable Off-hand
Greatsword: +7 vs AC [+4 strength] [+3 proficiency]; damage 1[W]=1d10+3 [strength] 8 lb (Heavy blade)
Heavy War Pick [AV]: +6 vs AC [+4 strength] [+2 proficiency]; damage 1[W]=1d12+3 [strength] 8 lb (Pick) high crit
Commander's Strike (ally adds your intelligence bonus to damage)
Wolfpack Tactics +4w [base strength attack] vs AC
Hammer and Anvil +4w [base strength attack] vs reflex
Lead the Attack +4w [base strength attack] vs AC
Warlord's Strike +4w [base strength attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load 160 lb.
320 lb.
800 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag: 76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

Languages: Common;
Skills:
Acrobatics: +5 = 3 [dexterity] + 1 [half level] + 2 [Shadar-Kai] -1 [armor]
Arcana: +5 = 4 [intelligence] + 1 [half level]
Athletics: +8 = 3 [strength] + 1 [half level] + 5 [class training]-1 [armor]
Bluff: +4 = 3 [charisma] + 1 [half level]
Diplomacy: +9 = 3 [charisma] + 1 [half level] + 5 [class training]
Dungeoneering: +2 = 1 [wisdom] + 1 [half level]
Endurance: +2 = 2 [constitution] + 1 [half level]-1 [armor]
Heal: +7 = 1 [wisdom] + 1 [half level] + 5 [class training]
History: +5 = 4 [intelligence] + 1 [half level]
Insight: +2 = 1 [wisdom] + 1 [half level]
Intimidate: +9 = 3 [charisma] + 1 [half level] + 5 [class training]
Nature: +2 = 1 [wisdom] + 1 [half level]
Perception: +2 = 1 [wisdom] + 1 [half level]
Religion: +5 = 4 [intelligence] + 1 [half level]
Stealth: +5 = 3 [dexterity] + 1 [half level] + 2 [Shadar-kai] -1 [armor]
Streetwise: +4 = 3 [charisma] + 1 [half level]
Thievery: +3 = 3 [dexterity] + 1 [half level]-1 [armor]
Feats:
Quickdraw
Tactical Assault
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+3 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+3 [dexterity]
Bull Rush: +4 [base strength attack] vs fortitude
Grab: +4 [base strength attack] vs reflex
Move grabbed target: +4 [base strength attack] vs fortitude
Escape: +5 [acrobatics] vs reflex / +8 [athletics] vs fortitude
Commander's Strike [Level 1]
Wolf Pack Tactics [Level 1]
Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery depending on circumstances)
Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Shadow Jaunt [Shadar-kai]
Inspiring Word [minor action][2x/encounter]
Hammer and Anvil [Level 1]
Knight's Move [Level 2 Utility][move action]
Warlord's Strike [Level 3]
Daily Powers:
Lead the Attack [Level 1]
Shadar-Kai
• +2 Dexterity, +2 Intelligence (already included)
• +2 Acrobatics, +2 Stealth
• Winterkin (+1 on fortitude defense)
• Shadow Jaunt (see Monster Manual)
Warlord
• Combat Leader (+2 initiative for self and all allies within ten squares)
• This warlord chose the tactical presence.
• Inspiring Word



Morathik's Equipment:
58 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
_____
103 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1

Total
Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:





Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:
More about Morathik:
raised to be a leader, Morathik decided to try his skills in the world instead of staying in suclussion.

I'll pick metalworking, and have the weapons + to you sometime today/tommorow

Eye of Grummsh


Eye of Grummsh

PostPosted: Wed Feb 18, 2009 7:06 am


GAME IS ON


Its the start of a brand new day. You all wake up in the town of Manol in the north province of the kingdom of Lero. You go about your day until a little bit after 10 in the morning a group of humanoids that look pale with purple and black tatoos along their faces, cloaked in purple ceremonial robes wearing a symbol looking like a biohazard sign except not rounded, appear in the town square and set up a ritual prayer. you are all drawn to the sounds of the prayer as they start up. "Mitu leka meshta umbas nira vorbas selenio birus moora limpatu..." these words are the clearer words of the chant the rest goes into a more lengthened and and quieter verse
PostPosted: Sun Feb 22, 2009 7:14 pm


leiv watches fascinated. his hands inside his cloak. he didnt quite like the look of them, or their praying. he looks around at his surroundings for anything of notice

(cover mostly)

TheVulgarUnicorn


Eye of Grummsh

PostPosted: Sun Feb 22, 2009 7:30 pm


make a perception check to find places to take cover
TheVulgarUnicorn rolled 1 20-sided dice: 18 Total: 18 (1-20)
PostPosted: Sun Feb 22, 2009 7:34 pm


(+6)

TheVulgarUnicorn


Eye of Grummsh

PostPosted: Sun Feb 22, 2009 8:04 pm


okay there is a fountain near the ritual, also there are crates and shop standsto hide behind
PostPosted: Sun Feb 22, 2009 9:18 pm


A man pushes his way through the crow of towns folk toward the center of the village square. He is dressed in white robes, with an unusually short cape draped around his shoulders and falling to his mid back, around his neck hung a decorative medallion imprinted with a Dragon’s head symbol. His hair is black as shadow and curtains his face slightly. Peering through crudely made glasses toward the spectacle being made by the intruders, he slams his foot to the ground trying to make himself heard: “I do not know what you are doing here, but this unauthorized Ritual will stop at once!! On the authority of the Order of Platinum Dragon, I, High Priest Alexander shall bring you all to Justice!”

Raising his right hand he pointed his index and middle fingers toward the Intruders. Then with his left he touched it to his right and a sphere of energy began to form, pulling his left hand back stretched the energy into a long glowing shaft of light.

((Ready Action: Lance of Faith, on anyone that makes a hostile move against me))

SkyCore


TheVulgarUnicorn

PostPosted: Sun Feb 22, 2009 9:24 pm


leiv smiles and backs away toward the water fountain and pulls out his crossbow, then readies it, deciding he wouldn't mind killing some religious peoples
PostPosted: Mon Feb 23, 2009 4:25 am


Blast...

A man sighed in the crowd whilst watching Alexander.

"Why can't jobs ever go easily."

The man wore strange clothes, his armor appeared to be a combination of that of a warrior and a mage. He had long silver hair that fell to his shoulders and held what appeared to be a hourglass. Occassionally the man looked at the hourglass where inside blue sand would fall from the top chamber to the bottom and after a while reverse as if being sucked upwards.

The man sighed again
"Can't leave it alone Hadarai, having the clients die on the job wouldn't look good now would it?"

Making his way through the crowd the man began to chant various incantations before ending with the word "Ri'il"
Blue glowing Roman numerals from I to XII appeared immediately speeding off and passing into Alexander's body.
(mark alexander with aegis of shielding)

5Crispy


Eye of Grummsh

PostPosted: Mon Feb 23, 2009 4:52 am


The tallest of the group got up and turned to Alexander and in a deep powerful voice spoke "Silence!!! You of the order of Bahamut have no dominion over us. and besides it already is finished he said with a smirk andd with that from the ritual site appeared a black mist that quickly enveloped the town. Many of the inhabitants lost the ability the speak and those that could still speak ended up saying weird things at the end of sentences. while the mist was still up the group made their getaway. soon after they left, the mist disapated and the mayor was laughing and turned around. his mouth had been replaced with that of a creature most foul "mwahahaha good work my children for now my ressurection is at hand"
PostPosted: Mon Feb 23, 2009 11:10 am


InfChaos
(mark Alexander with aegis of shielding)


((You realize you just gave me -2 to MY attack rolls... your supposed to mark the enemy with that power...

ok so what are we supposed to kill the mayor? I'm confused...))

SkyCore


Eye of Grummsh

PostPosted: Mon Feb 23, 2009 11:26 am


lol well thats up to you maybe you should start making as religion check to see what just happened
SkyCore rolled 1 20-sided dice: 14 Total: 14 (1-20)
PostPosted: Mon Feb 23, 2009 12:00 pm


Alexander Studies the mist and the Mayor trying to learn more about the situation.


Religion Skill: +9

Religion Check Total: 23

SkyCore


Eye of Grummsh

PostPosted: Mon Feb 23, 2009 12:26 pm


bye the way the mist is disapating now so you can see again.

you have heard legends from your temple's loremaster about a dark deity that plans on removing humanoids from the world and repopulate it with beings of his own design. about 2 thousand years ago he was sealed away by a combined effort of Avandra, Bahamut, Corellon, Erathis, Kord, Pelor, and Moradin. Those who are chosen by him, display his colors of purple and black and wear a symbol similar to what to the symbol worn and the mark left at the ritual site, they are known as the Tainted, those who gave up their heritage to embrace a new begining. It is the job of the Tainted to awaken their lord by removing the seals and letting their master pull himself together. His Name is Berimbas and if all people being control gather in one spot or are destroyed he will awaken. The possession must be removed from the host and resealed before it is too late.
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