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The Labyrinth OOC

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DentedDementia
Kuma
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Post  Kuma Wed Jan 19, 2011 11:37 pm

Characters of level 3, standard Wealth-by-level either post or email at antontheorator@gmail.com, things you might find helpful

1. reality is malleable, do not expect continuity.
2. the tone will be semi-serious.
3. the game will be made of short, episodic adventures set within the Labyrinth.
4. Death will be cheap, if a character dies it will be resurrected at the end of the episode with no level loss if not otherwise returned to life. No Spells that return the dead will cost xp or level loss.
5. because of four, as long as you participate in the game you will gain XP equal to the rest of the party.
6. feel free to look for homebrew classes if they fit your character better than official product. however, check with me first.
[Pre-approved]
Thaumaturge: Wisdom based arcane casting with eventual ability to cast all spells.
Brawler: Unarmed fighter without the ki.
Engineer: Mechanical genius/Mad Scientist.
Romancer: Believes that he is the main character.
Fearnaught: Hot blooded adrenaline Junkie who routinely does things that just shouldn't work.
------


Last edited by Kuma on Fri Feb 04, 2011 12:00 am; edited 1 time in total
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Post  DentedDementia Tue Jan 25, 2011 12:36 am

Considering a cleric, important question though: am I going to have to worry about material components for spells and such?
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Post  Kuma Tue Jan 25, 2011 9:37 am

components will be supplied by the labyrinth as needed.
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Post  DentedDementia Tue Jan 25, 2011 3:27 pm

I mean spells with costly components, will I have to worry about being able to afford them? Like casting Consecrate takes 25gp worth of silver dust.
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Post  Ooshnagam Tue Jan 25, 2011 5:39 pm

Wow... That's like 250 silver pieces ground into dust. That's a lot.
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Post  Xenophilia Tue Jan 25, 2011 6:57 pm

I'd like a know what sort of character everyone is considering, so that I could make one effective to the resulting party.
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Post  Ooshnagam Tue Jan 25, 2011 10:33 pm

I don't think I'm going to be in this one. I have a lot of things going on at work, plus I have Steve's campaign and mine when I get around to posting it.
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Post  Kuma Tue Jan 25, 2011 10:34 pm

Buy the components at character creation, if you need to cast it multiple times within the labyrinth just remember the total cost and subtract it from your gp worth of treasure gained.
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Post  DentedDementia Tue Jan 25, 2011 11:56 pm

Ooshnagam wrote:Wow... That's like 250 silver pieces ground into dust. That's a lot.

Apparently 5 pounds of silver. Also, as mentioned earlier, I'm considering cleric, though some of their best spells are costly.
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Post  DentedDementia Fri Jan 28, 2011 5:12 pm

Actually, scratch that last post. Healing helps, but I just noticed you've approved the Fearnaught, and I can't turn that down.
Also, how much starting gold? Lrn2read lol.
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Post  Kuma Fri Jan 28, 2011 7:46 pm

make sure to check the site, they update it with feats occasionally.
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Post  DentedDementia Mon Jan 31, 2011 12:31 am

Gah, decisions are hard. I don't even know who all is playing, but I could quite easily play a cleric or a fearnaught.
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Post  Xenophilia Mon Jan 31, 2011 8:21 pm

I got bard covered.
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Post  Kuma Mon Jan 31, 2011 11:13 pm

For character backgrounds I'd like at least a partial paragraph [trying hard not to make this sound like homework] detailing personality, experiences before Labyrinth, fears, dreams and a small amount about the world they came from. the pre-labyrinth world can be anything, don't feel the need to restrict yourself to typical fantasy or standard races.
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Post  Xenophilia Wed Feb 02, 2011 2:24 pm

I SHALL LIVE with GIANTS!
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Post  Xenophilia Thu Feb 03, 2011 8:12 pm

Actually I have a question. Are we allowed to use search, listen and spot untrained?
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Post  Kuma Thu Feb 03, 2011 9:30 pm

yes, it becomes a check of the relevant stat.
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Post  Kuma Thu Feb 03, 2011 11:38 pm

Some time based spells i found interesting, if a sorc/wizard is being made by anyone.
Also, I'm thinking of making this thread the OOC and starting the actual thread once everyone is set.

Age Unto Dust
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Will negates, then Fortitude partial (see text)
Spell Resistance: Yes

You accelerate the flow of time around a creature, aging it years in a matter of seconds. Each round, the creature must make a Fortitude save or be aged 1d4 years. Even if it successfully saves, it is still aged one year. If this aging causes it to advance an age category, it gains any penalties to physical ability scores entailed by this, but does not gain the corresponding bonuses to mental ability scores. If a creature is aged up to or beyond its maximum age by this spell, then it dies. Only a limited wish, miracle, wish, or another effect of similar power can undo this aging. Once a creature has been aged by this spell, it cannot be affected by it again unless the aging is undone.

Age unto dust counters and dispels second youth.

Anachrognosis
Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 hour
Range: Personal
Target: You
Duration: 1 round/level

Sometimes the easiest way to answer a question is to simply ask yourself. This spell creates a telepathic link between you and your future self. Each round, you may ask a question of yourself. Because of the difficulties in communicating through time, your self can only give one word answers, though your questions can be as long as needed. Your future self will never lie to you, but it is not omniscient. Some questions may be outside of its range of knowledge, whereas it may give a false answer for others, because it believes that answer to be true. This spell can easily create paradoxes, because most times, your future self learned the answer to the question by casting the spell in the past, creating a casual loop. However, this manner of paradox is relatively minor, and causes no threat to casualty as a whole.

Army of Myself
Conjuration (Summoning)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 full round action
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: One alternate self/4 levels, no two of which may be more than 30 ft. away
Duration: 1 round/level (D)

You summon alternate versions of yourself from different timelines to aid in your fight. Each self appears when you designate and act on your turn. You do not have direct control over your alternate selves, but each one does what you would have done–in effect, the same player controls all the characters, but the summoning character does not control the summoned characters. Each alternate self is an exact duplicate of you, but each one has eight negative levels. Each alternate self possesses all the items you do, but magical items are replaced with their non-magical equivalents. Each alternate self is at full hp, is fully rested, and has all spells ready to be cast. If one of your alternate selves is killed, you and the other alternate selves are not killed.

Chronomancer’s Celerity
Transmutation
Level: Sor/Wiz 6
Components: V, S, XP
Range: Personal
Target: You
Duration: 1 round/2 levels (D)
Saving Throw: Fortitude partial (see text)
Spell Resistance: No

You accelerate the flow of time around you, allowing you to act with immense speed. You may take an additional standard, move, or swift action each round, although you may not take an extra action if you make a full round action. You gain a +30 enhancement bonus to your base land speed, gain a +5 enhancement bonus on attack rolls, and gain a +5 doge bonus to AC and on Reflex saves.

However, such powerful magic is not without cost. Your aging is accelerated, and you must make a Fortitude save each round or be aged 1d4 years. Even if you successfully save, you are still aged 1 year. If this aging causes you to advance an age category, you gain any penalties to physical ability scores entailed by this, but do not gain the corresponding bonuses to mental ability scores. If you are aged up to or beyond your maximum age, you die. Only a limited wish, miracle, wish, or another effect of similar power can undo this aging. In addition, each round, you must spend 1,000 xp, or this spell’s duration ends.

XP Cost:
1,000 xp per round.

Dispel Paradox
Transmutation
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 10 minutes
Range: See text
Target: One spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With this spell, you can undo the effects of any spell that allows a creature to travel or communicate through time, such as teleport through time or anachrognosis, by merging the present timeline with one in which the spell was never used. Doing so undoes all effects of the targeted spell–any changes to history made by its caster are undone, any anachronistic knowledge gained with it is lost, and so on. The spell slot used to cast the spell remains expended, and any XP spent casting the spell remains spent. Although this spell is commonly used to reverse paradoxes created in time travel, it can still undo effects that resulted in no paradoxes.

To undo a spell, you must know who cast it, and exactly what spell it was. You do not need any physical proximity to the spell’s caster, but you must have temporal proximity. You can only cast this spell up to seven days before or after the time when the targeted spell was cast, or up to seven days before or after the point in time where the spell sent its target. You and the caster of the targeted spell make opposed caster level checks, and if you succeed, that spell’s effects are undone. You can add up to +20 to your caster level check.

Dispel paradox can counter any spell that allows a creature to travel or communicate through time.

XP Cost:
100 xp.

Escape from the Real
Conjuration (Teleportation)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 5 rounds

You step outside of time and space, ceasing to exist for the moment. As you cast this spell, you and all items you are carrying disappear, vanishing into nothingness. You reappear in the same space at the end of this spell’s duration. If another creature or object is occupying the space you reappear in, then you are shunted off to the nearest open space and take 1d6 points of damage per 5 ft. you traveled.

Paradox Haze
Transmutation
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 full round action
Range: 60 ft.
Area: 60 ft.-radius emanation, centered on you
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

You distort the nature of time around you, temporarily fusing your timeline with another, and allowing the time of each to flow together. Each creature in the area of this spell may take two rounds worth of actions every round.

XP Cost:
1,000 xp.

Paradox Meditation
Divination
Level: Wiz 8
Components: V, S, And XP
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: Instantaneous

You exchange your prepared spells with those of an alternate you from a different timeline. You may unprepare all your prepared spells, and then prepare new spells in all of your newly emptied spell slots. If you had expended spell slots when you cast this spell, they are not restored, and you may not prepare new spells in them.

XP Cost:
500 xp

Reality Rift
Conjuration (Teleportation)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You cast a creature outside of time and space, temporarily negating its existence. If it fails its save, it and all items it is carrying disappear into nothingness, ceasing to exist. At the end of this spell’s duration, that creature reappears where it was. If another creature or object is occupying the space it reappears in, then the target is shunted off to the nearest open space and takes 1d6 points of damage per 5 ft. it traveled.

Reality Rift, Greater
Conjuration (Teleportation)
Level: Sor/Wiz 9
Duration: Instantaneous or 1 round/level (see text)
Saving Throw: Will partial

This spell functions as reality rift except as above. In addition, even if the creature succeeds it save, it still disappears for 1 round/level. However, if it fails its save, it is permanently removed from reality, disappearing forever. It cannot be resurrected, because it is not dead–it simply does not exist. Only a miracle, wish, or another effect of equal power can bring back a creature whose existence has been negated in this way.

Second Youth
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Will negates, then Fortitude partial (see text)
Spell Resistance: Yes

You reverse the flow of time around a creature, undoing the effects of its aging. Each round, the creature must make a Fortitude save or have its age reduced by 1d4 years. Even if it saves, its age is reduced by 1 year. If this aging causes it to regress an age category, it loses any penalties to physical ability scores from its prior age category, but does not lose the corresponding bonuses to mental ability scores. If a creature’s age is reduced below one year, then that creatures experiences unbirth, and ceases to exist. Only a limited wish, miracle, wish, or another effect of similar power can undo this reverse aging. Once a creature has been unaged by this spell, it cannot be affected by it again unless the reverse aging is undone.

Second youth counters and dispels age unto dust.

Temporal Healing
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

You heal yourself by projecting your wounds into the future. You are healed 1d10 hp per caster level. However, eventually your wounds catch up with you. 1d6 hours later, you take as much damage as you were healed earlier.

Temporal Meddling
Abjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Until discharged, then one to five rounds (see text)
Saving Throw: Will negates
Spell Resistance: Yes

The next time the target creature casts a spell, that spell does not take immediate effect. Instead, its effect is suspended for between one and five rounds, your choice, after which it takes effect. If, when the spell takes effect, it cannot take effect normally - for example, because its targets are out of range - then the spell is countered.

Time Walk
Conjuration (Teleportation)
Level: Sor/Wiz 9
Casting Time: 1 round
Components: V, S, XP
Range: Personal
Target: You
Duration: 1 hour/level

This spell allows you to travel between one and seven days into the future. You must designate a specific minute to travel to, although temporal drift means you will arrive either 1d8 minutes before the specified minute or 1d8 minutes after. You arrive in the same point in space you were in when you cast this spell. If another creature or object is occupying the space you reappear in, then you are shunted off to the nearest open space and take 1d6 points of damage per 5 ft. you traveled.

There is a chance that the spell misfires, causing complications. When you cast this spell, roll 1d20. If you roll a 1, you experience a misfire. Your mind is overload, and you take 1d6 points of Intelligence damage. In addition, you greatly miss your mark. Roll 1d6, and consult the table below. It is possible to travel into the past if a misfire occurs. If this occurs, see the teleport through time spell, as some aspects of traveling into the past are different than traveling into the future. However at the end of the spell’s duration, you still return to where and when you were when you cast the spell.
Roll
Time Traveled
Direction

1 1d6 years Past
2 1d10 weeks Past
3 3d12 days Past
4 3d12 days Future
5 1d10 weeks Future
6 1d6 years Future

Because of the difficulties of traveling forwards in time, you cannot bring along other creatures or items, even the ones you are currently wearing. However, your items still exist in the future you traveled to, and are where they where when you cast this spell unless they have been disturbed. Thus, many spellcasters will give their items to a trusted friend before using this spell.

When using this spell, it is possible to meet your future self. Unlike when traveling into the past, as with the teleport through time spell, you and your future self are not compelled to attack each other, because your future self has already experienced this, unlike past selves, and the two of you are thus not prone to the manic rage that results from two selves unexpectedly coming in contact each other. This contact with your other self. may lead to potential paradoxes–if you are killed in the future, then both you and your future self die. If your future self dies, then you are likely to experience the same fate, although you can use the knowledge acquired by traveling through time to avoid it. Any paradoxes that may ensue are not significant enough to threaten casualty as a whole.

At the end of this spell’s duration, you return to the point in time and space you were at when you cast this spell. If another creature or object is occupying the space you reappear in, then you are shunted off to the nearest open space and take 1d6 points of damage per 5 ft. you traveled.

XP Cost:
1,000 xp.

Turn Back Time
Conjuration (Teleportation)
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: Instantaneous

You reverse time, undoing the events of the turn that just happened and bringing you back to your last round. Only you remember what happened before you reversed time, though you can share this knowledge. All characters may take completely different actions from what they did before. However, even though the events of the round are undone, the spell slot that contained or was used to cast this spell remains expended, and the XP spent casting the spell remains spent.

XP Cost:
1,500 xp.

Wind Back the Key
Transmutation
Level: Sor/Wiz 4
Components: V, S, XP
Casting Time: 1 hour
Range: Touch
Target: Item touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You reverse the flow of time around an item, restoring it to its original, undamaged state. Any damage the item has is repaired. If the item has been destroyed, then this spell restores it to full, working order.

XP Cost:
150 xp.

Teleport Through Time
Transmutation [Teleportation]
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 1 round
Range: Personal and touch
Target: The character and touched objects or other touched willing creatures weighing up to 50 lb./level
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
A far more powerful version of the teleport spell, this spell instantly transports the character to the same location, but to a different time. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. The character can bring along objects and willing creatures totaling up to 50 pounds per caster level. Unwilling creatures cannot be affected by this spell. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
To cast this spell, the character must be able to state the arrival time accurately, down to the minute. The spell never transports the caster and companions to the precise minute desired, but it cannot function at all without a specific minute in time to target. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled. Thus, a caster teleporting to last month arrives closer to her goal than one traveling 250 years. The minimum temporal distance traveled is 1 day, so this spell is not useful for going back to the beginning of a melee that is still progressing.
This spell requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this spell to work. It is possible to use this spell to travel forward in time, but only to the point in the caster's life when the caster first went back in time.
Since the caster may not know exactly what is transpiring at the destination time, prudent time-travelers prepare for the worst.
The errors in arrival for this spell occur in time rather than in location, since the character does not change locations at all. To see how closely the character arrives to the planned arrival time, consult this table.
Temporal
Distance Traveled Temporal
Drift* Chance of
Mishap
1 day to 1 month +/- d8 minutes 5%
1 month to 1 year +/- d8 hours 7%
1 year to 10 years +/- d20 hours 10%
10 years to 100 years +/- d8 days 15%
100 years to 1,000 years +/- d20 days 20%
1,000 years + +/- d20 months 25%
* There is a 50% chance that the number is a negative number.
Add or subtract the temporal drift to the destination time to determine the exact time of arrival.
Mishaps result in the spell failing and the character taking 1 point of Intelligence damage for every 10 years of expected time travel due to the mental bombardment that time travel brings with it. Thus, a character trying to transport through 100 years would take 10 points of Intelligence damage. Intelligence can be reduced to 0 through this damage (but not lower).
In the case that a traveler meets himself, the two travelers instantly lose control and attack each other with every ability and item at their disposal. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling.
Material Components: The material components of this spell are a pinch of dead skin and a flower grown in soil untouched by any intelligent creature.
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Post  Kuma Thu Feb 03, 2011 11:46 pm

And I swear to some deity that this is the final multipost.
Who's playing/ has an idea so far?
we got Dented and Xeno,
Oosh isn't unless he decides otherwise,

anyone else considering joining post please, otherwise I might allow double chars to round out the party
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Post  Kuma Thu Feb 03, 2011 11:59 pm

and God dammit I hate it when I lie.

A couple more things you should know before the Labyrinth begins:

Skills and combat will not get you out of everything.
Your mind is your greatest asset, your friends are your second.
Beware, for strange things Lurk in the darkness.
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Post  DentedDementia Fri Feb 04, 2011 12:23 am

Kuma wrote:Beware, for strange things Lurk in the darkness.
Good thing I brought my ever-burning torch.
The Labyrinth OOC 33px-Awesome_face_bigger
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Post  Daimos Fri Feb 04, 2011 2:13 am

I might be getting in on this. I'll just take a bit to get started.
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Post  Kuma Sat Feb 05, 2011 12:02 pm

DentedDementia wrote:
Kuma wrote:Beware, for strange things Lurk in the darkness.
Good thing I brought my ever-burning torch.
The Labyrinth OOC 33px-Awesome_face_bigger

But it is better to be in the darkness, monsters hide there, but you can too. But in the light...everything

EVERYTHING!
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Post  Kuma Thu Feb 24, 2011 9:37 pm

Soo... How's everyone's characters coming? Dented's finished, Mikan is almost finished, anyone else?
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Post  Daimos Thu Feb 24, 2011 9:45 pm

I'm like, 1/3 done with mine. Tt sortof fell behind with other projects and whatnot. He shouldn't take too long to finish up though.
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