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Cowpies77
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PostPosted: Wed Feb 13, 2013 9:11 pm
Campaign teaser/summary

___When a decades-old secret is exposed, an unassuming local tavern-owner and a close friend of the PCs discovers her birthright is to rule one of the ancient Dragon Empires of Tian Xia—the empire of Minkai. Yet the current ruler of this empire, the mysterious and increasingly cruel Jade Regent, has no intention of giving up his hold over the throne. In order to save Minkai from a would-be tyrant, the PCs must not only escort their friend from Varisia to Tian Xia, braving the frozen horrors of the Crown of the World, but must aid her in gaining the trust and support of a nation on the edge of anarchy.  
PostPosted: Wed Feb 13, 2013 9:31 pm
NPCs
Ameiko Kaijitsu (female human bard)
___Ameiko is a beautiful (but somewhat irreverent) woman of Tian descent who runs Sandpoint’s Rusty Dragon tavern and happens to be a member of one of Sandpoint’s founding families.

___Her parents and older siblings have met unfortunate ends over the past several years, leaving the young woman as the sole remaining Kaijitsu in town. Ameiko may be among the town’s nobility, but she’s never really cared for the aristocracy—she’s always had an urge to explore, and loves hearing stories of adventures and daring deeds. She even spent a year or so as an adventurer herself, along with her friend Sandru Vhiski. Her short adventuring career earned her enough money to buy the Rusty Dragon outright, and she now serves as its sole proprietor in her “retirement.” You get the feeling, though, that abandoning the adventuring life wasn’t entirely her choice—certainly she doesn’t talk much about what happened on her last adventure, or what happened to the others in her group. And although she has a lot of friends and admirers in town, Ameiko has never accepted anyone as anything more than a friend; she dodges personal questions and diplomatically avoids proposals of romance, much to the frustration of several eager suitors here in Sandpoint.

___She’s a talented singer and samisen player, and if she wanted to, Ameiko could certainly lead a comfortable life here in Sandpoint. You know her fairly well, however. Well enough to know that she is growing increasingly bored and impatient with having nothing more to look forward to than a “safe life” in a “safe town.” If the chance to go on an epic voyage or other grand adventure ever presents itself, you’re convinced that Ameiko would sell the Rusty Dragon and set out once more to seek her fortune in a heartbeat.

Koya Mvashti (old female human cleric of Desna)
___Until she passed away from natural causes just a few months ago, Madame Niska Mvashti was the oldest person in Sandpoint. No one quite knows exactly how old the Varisian seer actually was when she died (she was already old when Sandpoint was founded over 40 years ago)—but the fact that her only daughter Koya is herself an old woman is a telling fact.

___Koya has spent a fair amount of her life traveling Varisia with a number of caravans, serving as a healer when she was younger and more recently as a fortune-teller. For the past several years, she’s been traveling with her adopted son Sandru Vhiski on a regular caravan route that travels between Riddleport, Magnimar, and Korvosa two or three times a year. The caravan spends most of its time relatively close to Sandpoint, though, and that has suited Koya fine, since it gave her more time to care for her aged mother. Since old Niska’s death, however, Koya’s initial mourning has transitioned into a sort of morose melancholy.

___A life-long worshiper of Desna, she has come to realize that while she has traveled extensively through the Varisian lowlands, she’s never been beyond the region’s borders. Tales of other Desnan explorers have long delighted Koya—even her own mother reputedly took part in several extensive caravans that traveled north to the Lands of the Linnorm Kings and even as far as Qadira. Koya’s having something of a late-life crisis as a result—a growing sense of disappointment that she’s never made a long caravan trek. With her mother dead, Koya has little reason to stay in Varisia, and she’s been pressuring Sandru to take a long journey soon: “The sooner the better, ’cause I won’t be around for long!” Koya’s in remarkably good shape, physically, for a woman well over 60 years of age—obviously, longevity runs in her family—but with each year that passes, the chance of her having the chance to experience a truly epic journey like the ones in her favorite stories grows slimmer.

Sandru Vhiski (male human rogue)
___Only a few years from middle age, Sandru Vhiski is a charming man, handsome and irreverent in precisely the ways that could have made him a highly successful Sczarni con artist, even before one takes into account in the fact that his older brother, Jubrayl, is said to be the local Sczarni leader in Sandpoint.

___The death of their parents during a violent storm, while tragic, was ironically just the thing to save Sandru from life as a Sczarni, for while Jubrayl was old enough at the point to strike out on his own (and thus fell in completely with the Sczarni), Sandru was still a young child. His care fell to Koya Mvashti, a family friend and practically an aunt to the young Sandru. Under her guidance and support, Sandru managed to avoid falling in with the Sczarni, and when he grew of age, he instead sought employment as a caravan guard.

___For several years, Sandru avoided returning to Sandpoint, but after he lost his job in the caravan business, he joined up with a group of adventurers eager to explore the Mushfens, Churlwood, and the Fogscar Mountains. As fate would have it, another former resident of Sandpoint, Ameiko Kaijitsu, was also a member of the group. Sandru and Ameiko hit it off at once and soon became close friends—though both say they have never been anything more than that. Like Ameiko, Sandru earned a fair amount of money during his short-lived adventuring days, and like Ameiko, he doesn’t talk about the reasons why he abandoned the life.

___When he retired from adventuring, instead of buying a tavern, he bought his own caravan, after which he invited Koya to join him on his journeys, knowing she wanted to see more of the world. He’s had a few clashes with his brother in the past few years, and you’ve heard he’s increasingly considering taking on a longer-than-normal caravan contract, in part to indulge Koya’s desire to experience a grand journey, and in part to get away from the dangerous influence of his trouble-making older brother and Jubrayl’s Sczarni compatriots.


Shalelu Andosana (female elf ranger)
___Although Shalelu Andosana is something of a mystery to the residents of Sandpoint, she’s certainly one of the town’s most admired defenders. She doesn’t actually live in town, but she sometimes spends the night at the Rusty Dragon free of charge, thanks to her long friendship with Ameiko Kaijitsu.

___Everyone in town knows that Shalelu is something of a loner and prefers to spend her time wandering in and exploring the wilderness around Sandpoint. She periodically vanishes from the region for weeks or even months at a time to visit friends elsewhere in Varisia (particularly, it’s said, near Hook Mountain or up north near the elven village of Crying Leaf ), but she never fails to return to Sandpoint.

___No one quite understands why she keeps coming back. When asked why, she merely says, “Someone’s got to keep an eye on you all.” Her timely reports of goblin activity have helped save folk from ambushes or warned the militia of possible attacks on the town or the surrounding farmlands numerous times. In recent days, Sheriff Hemlock has begun taking a more active role in patrolling the surrounding area, and his militia is better trained now than ever before, which means that Shalelu’s aid in keeping an eye on the hinterlands is growing less and less necessary. She actually seems relatively pleased with this development, however, as though she’s proud that Sandpoint is finally starting to look after itself rather than disappointed at not being needed any longer. She has even started hinting that she’s thinking of taking a long journey away from Sandpoint sometime in the future, but whenever she is pressed for details, she just shrugs and changes the topic.

___Of the four key NPCs in the Jade Regent Adventure Path, Shalelu is the most distant and her motives are easily the most mysterious, but she otherwise seems friendly and helpful enough.  

Cowpies77
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PostPosted: Wed Feb 13, 2013 10:26 pm
Building Relationships

___As the Jade Regent Adventure Path progresses, you can build relationships with all four of the NPCs mentioned in this document—Ameiko Kaijitsu, Koya Mvashti, Sandru Vhiski, and Shalelu Andosana (and with additional NPCs you’ll meet later on, during the course of the campaign). Building a relationship between your PC and one of these NPCs can eventually grant you unique advantages and boons—whether your relationship is of a confrontational or friendly nature.

___A relationship with an NPC can be friendly or competitive—you get to choose which kind you wish to pursue. Some in-game events can spontaneously change a relationship from friendly to competitive, or vice versa—if you want to deliberately change a relationship from friendly to competitive on your own, you can do so by reducing your Relationship Score by half.

___When you first meet a significant NPC, the GM will inform you that you can build a relationship with that NPC. If you’re interested in building a relationship with that NPC, record the NPC’s name on your character sheet, followed by the current Relationship Score you have with that NPC, and whether your relationship is friendly or competitive.

Your initial Relationship Score with a significant NPC is equal to your Charisma modifier (this can be a negative number), but you will have the chance to increase that score as the campaign progresses.

Improving Relationships
You can increase your Relationship Score with an NPC in
the following five ways.
1) Charisma: Since your base Relationship Score with any NPC is equal to your Charisma modifier, when your Charisma score changes permanently, your total Relationship Score with NPCs changes as appropriate. Short-term changes, such as from ability damage, ability drain, or bonuses from spells like eagle’s splendor, do not alter Relationship Scores.

2) Campaign Trait: You gain a one-time +4 bonus to your Relationship Score with the NPC associated with your Campaign Trait.

3) Companionship: Every time you gain an experience level, you may increase your Relationship Score with one significant NPC still active in the campaign by 1 point.

4) Gifts and Insults: A special gift can increase a friendly Relationship Score with an NPC, while a perfectly crafted insult can increase a competitive Relationship Score. Gifts and insults can’t be just anything—each significant NPC has three categories of gifts and three categories of insults that work particularly well with that NPC. You’ll need to learn what most of these are by observing the NPC in play, but the GM will inform you of one gift or insult category for the NPC associated with your Campaign Trait once the campaign begins. You can give a gift or an insult to an NPC once per character level— when you think that you have the right kind of gift (be it an item you found, built, or purchased; in most cases, the cost of the item is irrelevant as long as it’s an honest gift) or have composed the right insult, simply inform the GM of what you intend to do, then make a Diplomacy check (for gifts) or an Intimidate check (for insults). If you roleplay the gift or insult’s delivery particularly well, the GM might award you a +4 bonus on this check, at his discretion. Likewise, if you roleplay the interaction poorly, or if you time things badly enough (attempting to give a gift in the middle of combat, for example), the GM could inf lict a –4 penalty on the check. The DC for this check is equal to your current Relationship Score with the NPC. If you succeed at the check, your Relationship Score with that NPC increases by 1 point. If you exceed the DC by 10 or more, your Relationship Score increases by 2 points instead.
___Giving a gift to a competitor actually reduces your Relationship Score, as does insulting a friend. You must still make the appropriate skill check (Diplomacy or Intimidate); a success reduces your Relationship Score by 1 or 2 points, as above.

5) Special Events: Certain events in the Jade Regent Adventure Path can alter your Relationship Score with some NPCs—the GM will inform you of these adjustments if and when they occur.
User Image


Association: You and the NPC know each other, but not well enough to have formed a significant opinion about each other.

Friendship/Competition: You are a good friend or known competitor of the NPC. The first time you reach this Relationship Level with an NPC, you gain 400 XP.
Whenever you gain this Relationship Level with another NPC for the first time, you gain 200 XP.

Fellowship/Rivalry: You have strong ties to the NPC, either through deep mutual respect and admiration or through a strong sense of competition and conflict. As long as the other NPC is alive, you gain a +1 morale bonus on all Charisma-based skill checks.
The first time you reach this Relationship Level with an NPC, you gain
1,200 XP. Whenever you gain this Relationship Level with another NPC for the first time, you gain 600 XP.

Devotion/Enmity: You and the NPC are devoted to each another, or are actively opposed to one another. If you reach this Relationship Level with the NPC associated with your Campaign Trait, the trait bonus granted to you from your Campaign Trait doubles.
The first time you reach this Relationship Level with an NPC, you gain 3,200 XP. Whenever you gain this Relationship Level with another NPC for the first time, you gain 1,600 XP. In addition, your relationship with the NPC is strong enough to grand you a boon, whether your relationship is friendly or competitive. The nature of this boon differs for each NPC—your GM will inform you what kind of boon you earn at this stage. The effects of this boon last for as long as the NPC is alive and active in the campaign.

You cannot gain XP bonuses from an individual NPC more than once (such as if you decrease your Relationship Level with an NPC and bring it back up).  
PostPosted: Wed Feb 13, 2013 10:45 pm
Romance

___Each significant NPC has a Romance Score known only to the GM. In order to begin a romance with an NPC, your Relationship Score with that NPC must exceed the NPC’s Romance Score.
Once per level, you may attempt a Sense Motive check (DC equal to the NPC’s Romance Score) to determine whether an NPC is potentially interested in a romance with you. If the NPC is interested in a romance with you, you must make a successful Diplomacy check (DC equals 10 + the NPC’s level + the NPC’s Charisma modifier) to begin the romance. The romance ends if your Relationship Score with an NPC ever drops below that NPC’s Romance Score. Each time a romance ends, that NPC’s Romance Score increases by 5.

___Note that a PC can have a romance with an NPC with whom she has a competitive relationship—opposites do sometimes attract, after all—but this kind of romance can be more difficult to begin. If the PC’s Diplomacy check to start a romance is successful, the romance begins, and the nature of the PC’s relationship with that NPC immediately changes from competitive to friendly. This change does not necessitate reducing the Relationship Score by half in this case.

___Romances do not grant additional in-game bonuses or benefits, but might grant situational benefits, opportunities, complications, or even dangers during the course of an adventure, usually at the GM’s discretion.

___Unless the GM rules otherwise, an NPC can only be involved in a romance with one PC at a time.  

Cowpies77
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Unforgiving Punching Bag

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Cowpies77
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PostPosted: Wed Feb 13, 2013 11:07 pm
Kombinant's Caravan

Name:
- Sandru's Caravan

Level:
- 1

Primary Stats: (Rated from 1 to 10, with 1 being basic and 10 being State Of The Art)
- Offense: The ability to inflict damage
___ -
- Defense: The ability to withstand damage and speed at which repairs can be effected
___ -
- Mobility: The ability to navigate terrain and to react to sudden dangers
___ -
- Morale: The overall attitude and loyalty of the caravan’s travelers
___ -

Derived Stats:
- Attack: the total modifier to a d20 roll when your caravan attacks
(Attack check: 1d20 + Offense + bonuses granted by travelers, equipment, feats, wagons, and other sources)
- Defense: the target number needed by a creature to successfully hit your caravan
(Armor Class: 10 + Defense + bonuses granted by travelers, equipment, feats, wagons, and other sources)
- Security the total modifier to a d20 roll for your caravan to avoid a
physical danger, such as a landslide, a muddy section of road, or a forest fire
(Security check: 1d20 + Mobility + bonuses granted by travelers, equipment, feats, wagons, and other sources)
- Resolve the total modifier to a d20 roll for your caravan to avoid a mental or spiritual danger, such as mutiny or a mass fear effect
(Resolve check: 1d20 + Morale + bonuses granted by travelers, equipment, feats, wagons, and other sources)

Speed:
- This value is the caravan’s base speed when traveling over open ground on a road. The base speed for all caravans is 32 miles per day—this speed can be increased by horse trains, the Faster caravan feat, and by enhanced undercarriages.

Hit Points:
- Hit Points: A caravan’s number of hit points indicates how much damage it can withstand and still remain mobile. A caravan reduced to 0 hit points becomes immobile—further damage that is inflicted on a caravan at this point hurts its travelers instead. A caravan’s hit points are equal to the sum total of the hit points possessed by its wagons, modified further by any appropriate modifiers.


(This is all really boring for me, so I'm going to do it later)  
PostPosted: Wed Feb 13, 2013 11:11 pm
Wagon Types

Name:
Cost:
Hit Points:
Traveler Capacity:
Cargo Capacity:
Limit:
Consumption:
Special Benefit:
Description:  

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PostPosted: Wed Feb 13, 2013 11:33 pm
Travelers
User Image___ Every person associated with a caravan who accompanies it on its journey is known as a traveler, and every traveler on a caravan fills a different job during the caravan’s journey—even if that job is simply being a passenger. Individual characters can only perform one job at a time. Characters who meet the prerequisites for more than one job must pick which job they’re performing at the start of a day—they can switch to a different job after 24 hours have passed.

___ Most jobs provide bonuses on a caravan’s Attack, Security, or Resolve checks. These bonuses are considered circumstance bonuses—they stack with each other, but never to a total value higher than +5 per statistic. Any circumstance bonuses provided by travelers in excess of +5 on a particular statistic’s checks are effectively wasted unless the caravan has the Expert Travelers feat.

___ Jobs can be performed by PCs, allied NPCs, or NPCs hired for the position. Note that not all job positions can be hired for—some, like fortune-teller or spellcaster, must be filled by PCs or allied NPCs they meet during the course of the campaign. All higher-level travelers must be allied with on a case-by-case basis as they are encountered during the course of play; allies need not be paid for their services.

___ A hired NPC is a 1st-level expert or a 1st-level warrior. All hired NPCs require a specific wage—this wage must be paid in full when the NPC is first hired, and then again on a monthly basis. A hired NPC who is not paid his wage leaves the caravan at the first opportunity, and until he leaves, he functions only as a passenger.

___ During the course of the Adventure Path you will have many opportunities to venture away from the caravan (such as in towns or when you want to go exploring), and you can choose to leave NPCs back at the caravan site to ensure that they don’t come to any harm.

Job Descriptions

Cook:
___ As long as a caravan has at least 1 cargo unit of stores (10 units of provisions—see page 22) in storage in the caravan’s cargo, a cook reduces the caravan’s consumption score by 2 (to a minimum consumption equal to your total number of wagons). A single caravan can benefit in this manner up to five times—additional cooks beyond five provide no additional benefit.
___ Each time you take the Expert Travelers feat for your
caravan, increase the limit on the number of cooks by +1.
___ Requirement: Any character with at least one rank in Profession (baker, brewer, cook, fisherman, gardener, innkeeper, or tavern keeper) can serve as a cook.

Driver:
___ A driver is required for every wagon in the caravan—a wagon without a driver cannot move. Drivers provide no additional benefit to a caravan.
___ Requirement: Any character with at least one rank in Handle Animal or Profession (driver) can serve as a driver.

Entertainer:
___ An entertainer keeps the rest of the travelers distracted and amused during the journey, and grants a +1 circumstance bonus on the caravan’s Resolve checks.
___ Requirement: Any character with at least one rank in
Perform can serve as an entertainer.

Fortune-teller:
___ Fortune-tellers play a unique role in a Varisian caravan like Sandru’s—they serve as advisors, inspirations, and proxy mothers to everyone in the caravan. Fortune-tellers are traditionally elderly women, although this isn’t always the case. A Varisian caravan without a fortune-teller takes a –2 penalty on all Attack, Security, and Resolve checks. Once per week, a fortuneteller can give advice on how best to handle the coming week’s perils. In addition, once per week after the fortune-teller has given this advice, when the caravan has to make an Attack, Security, or Resolve check, you may roll twice and take the better result.
___ Requirement: Any PC or NPC capable of casting divination spells can serve as a fortune-teller.

Guard:
___ A guard helps to defend a caravan against aggressors. Each guard in a caravan grants a +1 circumstance bonus to the caravan’s Offense score, and a +1 circumstance bonus on Security checks made to avoid being surprised (such as in an ambush or in an attack that
takes place while the caravan is camped).
___ Requirement: Any character with a base attack bonus of at least +1 can serve as a guard.

Guide:
___ A guide keeps the caravan safe from regional dangers, and grants a +1 circumstance bonus on Security checks.
___ Requirement: Any character with at least one rank in Knowledge (geography) can serve as a guide.

Healer:
___ A healer helps the wounded and the sick to recover more quickly. Each healer in a caravan can provide long-term care (Info here) to up to six travelers—these travelers automatically gain the benefits of long-term care when they spend the night in a wagon.
___ Requirement: Any character with at least one rank in Heal can serve as a healer.

Hero:
___ A hero is a highly-trained character capable of performing a variety of roles, from offense to defense.
___ Each hero grants a caravan a +1 morale bonus on Attack, Security, and Resolve checks, to a maximum of +4. The morale bonuses granted by heroes do not count toward the maximum +5 circumstance bonus on each derived statistic’s checks granted by other travelers performing jobs.
___ Requirement: Only PCs can serve a caravan as a hero, but doing so does not count as a job role—a PC can effectively serve as a hero and any one other job.

Passenger:
___ Passengers provide no benefit to the caravan’s statistics, although many passengers provide payments to the caravan upon being delivered safely to the caravan’s destination. You’ll have opportunities to take on passengers for payments several times during the Jade Regent Adventure Path—your GM will inform you when such opportunities arise.
___ Requirement: Any character can serve as a passenger.

Scout:
___ A scout spends her days traveling not with the caravan but in the surrounding wilderness, looking out for possible trouble on the route ahead and seeking out stores in the form of water and game. A scout can provide 2 units of provisions in a day’s work if she focuses on hunting for the day, or a +1 circumstance bonus on the caravan’s Security checks if she focuses on scouting for the day. Scouts provide their own food, and do not count against the caravan’s total consumption. A caravan can have up to three scouts working for it at any one time.
___ Requirement: Any character with at least one rank in Survival can serve as a scout.

Spellcaster:
___ Spellcasters are versatile characters who can fill one of several job roles in a caravan, choosing from entertainer, guard, guide, healer, or scout, regardless of whether they meet the job’s requirement. Bonuses granted by spellcasters stack with those granted by any other job, but as with all jobs, any spellcasters in excess of five do not provide additional bonuses.
___ Requirement: Any PC or NPC capable of casting spells can serve as a spellcaster.
Spellcasters must be recruited during the course of the adventure; they cannot simply be hired.

Trader:
___ A trader enables a caravan to conduct business transactions whenever the caravan is stationed at a settlement. Upon arriving at a city, a trader allows a caravan to spend 1 cargo unit of trade goods (which must have been purchased in a different settlement than the current one) in order to make a special Resolve check. This Resolve check earns the caravan a number of gold pieces equal to the result of the check. Up to five traders may attempt these Resolve checks (spending 1 cargo unit of trade goods per check) each time a caravan visits a new settlement.
___ Requirement: Any character with at least one rank in Bluff, Diplomacy, or Profession (merchant) can serve as a trader.

Wainwright:
___ A wainwright is required for field repairs to a caravan. So long as the caravans spending the day without moving, a wainwright can make a special Security check by spending 1 cargo unit of repair materials. This check repairs an amount of hit points to the caravan equal to the result of the Security check. Up to five wainwrights may attempt these Security checks (spending 1 cargo unit per check) each time a caravan spends a day not moving.
___ Requirement: Any character with at least one rank in Craft (carpentry) or Profession (engineer or wainwright) can serve as a wainwright.  
PostPosted: Wed Feb 13, 2013 11:41 pm
8.
Caravan Equipment











Caravan Feats  

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PostPosted: Wed Feb 13, 2013 11:47 pm
Caravan Combat  
PostPosted: Wed Feb 13, 2013 11:53 pm
10
Other NPCs.

Davros Hornripper - Half-Orc Victor Pugilist
- A large, loud man that enjoys fighting well over thinking. He's known around town for starting up large brawls, and enjoys fighting more than one person at a time. He enjoys competing against a certain monk in unarmed talent, comparing his brute strength against said monk's speed.

Vanessa Vaughn - Assimar Inquisitor
- A rather dark, gloomy woman that showed up in town a while ago. She is quite helpful with helping out around town, but is frequently suspicious and paranoid of her surroundings, calling down vengeful wrath on many people.

Sir Galvin - Human Cavalier (Order of the Sword)
- A guy that likes to hover around Ameiko. He's rather friendly to people so long as they don't get too touchy on Ameiko. He refuses to talk about why he follows her around.

Chaka-Chaka-Chuuko-Bucha-Buka-Wikki-Wikki-or-"Chad-for-Short" - Tengu Cleric of Alseta
- A short traveling birdman that has a culinary taste for roadkill that he developed over the course of his travels, as he's dirt poor but suprisingly decent at cooking, currently working as an assistant chef at Ameiko's The Rusty Dragon. Chad-for-Short's on a journey to see the world and collect what many would consider useless shiny baubles. He's excellent at appraisals and carries a b*****d sword nearly as long as he is tall (He stands at only 4'3").  

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PostPosted: Thu Feb 14, 2013 3:27 pm
moo 11  
PostPosted: Thu Feb 14, 2013 3:30 pm
Moo 12  

Cowpies77
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Cowpies77
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PostPosted: Thu Feb 14, 2013 3:55 pm
Moo 13...  
PostPosted: Thu Feb 14, 2013 3:59 pm
14  

Cowpies77
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Cowpies77
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PostPosted: Thu Feb 14, 2013 4:01 pm
15  
Reply
Roleplay (dice)

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