[IC] Manual of Monsters - Death Knights

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[IC] Manual of Monsters - Death Knights

Post by Melnerag on Mon Jul 01, 2013 7:02 am

[This scroll is available in Stormwind Kingdom, but may have spread further. It is published in relatively few numbers under a pseudonym, but it remains to be seen just how loyal the publisher is to secrecy.]

Manual of Monsters : Death Knights

Dear reader,

If you have picked up this scroll by accident, I beseech you to put it down and return to your life while you still can have a normal life. Do not let what you read herein encourage you to take a path full of risk, danger and loss. On the other hand, if you have sought this out with intent then I wish you luck on your hunts and may whatever deities you worship aid you in your task.

This scroll will deal with the Death Knights of the the Third Generation, their strengths and weaknesses, their tricks and tactics and how to combat them. The scroll is meant for those who cannot rely on Light or Magic.


Introduction:

Death Knights of the Third Generations are the elite soldiers and commanders of the Undead Scourge created by the Lich King Arthas in his own image. Some began their journey by freely offering their servitude to the forces of the Lich King in exchange for power and immortality, others were raised into servitude from the corpses of the slain heroes of the Alliance or the Horde.

Of all Death Knights the Knights of Acherus (Knights of the Ebon Blade) are the most powerful, they received the best equipment from the hands of the Lich King himself and were solely recruited from the ranks of the greatest warriors of the two faction that fell in battle against the undead.

All knights of the Third Generation share their undead state maintained by the most intricate of animation spells which any necromancer would envy and could spend several lifetimes understanding. Souls of those Knights are anchored in runic soulblades which they choose to carry with them or to hide.

Knights of the Ebon Blade won their freedom from the Lich King in the battle of Light's Hope Chapel and entered into a compact with the Horde and Alliance, since then many Knights abandoned the Ebon Blade in all but name and dropped any pretence of neutrality, choosing instead to ally with the faction of their birth. Some knights of the Third Generation remain in service of the memory of the Scourge and some Ebon Knights went rogue, choosing to rejoin Scourge remnants or form cults and sinister organizations.

These rogue Knights and Knights serving the Scourge are the enemy, and this text will help you fight them.

Death Knight arms and magic:


Arms and armour
Overwhelming majority of the Death Knights you will encounter will use armour and weapons crafted from Saronite. This metal is lighter than steel while being at the same time much harder and less brittle. Saronite is resistant to Nature magic and the Holy Light

Light weight of the Saronite and lack of fatigue on part of the undead body makes it possible to wear heaviest plate and leaves little openings and is virtually impregnable. Weapons crafted from Titanium may perform on par with Saronite, without the risk of corruption. Heavily enchanted Elementium weaponry will overcome Saronite. Lacking those two rare metals , you may rely on a spiked mace or a penetrating axe crafted from mithril to burst through the plate.

Saronite is lighter and harder than steel, making Saronite maces and hammers extremely rare. Most knights use either greatswords and heavy axes, or dual wield lighter blades or axes.

Spells
Death Knight magic is instantaneous and therefore impossible to interrupt and challenging to anticipate.  This is its greatest danger. This strength is offset by reliance on runes carved on a runeblade, need for runic power obtained through syphoning pain and agony of the living in battle and by the lack of versatility. Virtually all Death Knights use magic as a tool, wielding few trained spells and unable to adapt them to changed circumstances or to design entirely new spells.

In broad strokes, Death Knights may use the following powers against you:

Weak frost magic that is aimed to lower the body temperature of the living to reduce combat performance or flash-freeze and kill living tissue.

Strong frost magic that can be used to bind enemies in chains of ice, freeze them solid or pass over ice-bridges formed on the surface of water.

(Shadow) Plagues that are aimed at reducing the combat performance (less effective than weak frost) and are primarily geared towards killing the opponent during combat or even after the battle should the enemy disengage.

Shadow Attacks at melee or middle range, varying from plague and blood strikes to death coil.

Shadow Area Attacks such as Bloodboil and Death and Decay that do tremendous damage to living tissue and are used primarily when the Death Knight is surrounded by several opponents trying to encircle him.

Death Grip that is used to grip a distant target and haul it into the Knight's melee range.

Various effects of Blood and Frost discipline augmenting Knight's own performance in battle way beyond that of a mere mortal and unholy effects to resist hostile magic.

Necromancy to raise and control the undead.

Death Knight tactics:

This section describes tactical moves used by the Death Knights beyond standard melee tactics. As each Knight retains the distinct style of his or her race, it is impossible to describe the Death Knight fighting style.

Frost Attrition
Death Knight relies on his proficiency with frost magic to gradually wear the target down with a combination of gradually lowering the body temperature and metabolism of the target and flash-freezing to damage tissue. This tactic is effective only in close to mid-range and is especially effective against melee combatants who rely on strength, endurance and agility to overcome. If the Knight places even a few of these effects on his enemy, the battle swings into his favour.

Plague Attrition
Plagues slowly kill the target, although their effect on combat performance is less immediate. Death Knight will rely on his superior defence and plague magic to poison the enemy and slowly wear him down as disease takes its hold and completely corrupts the body. Just like the frost attrition, this tactic is only effective on close to mid-range.

Empowered melee
The Knight uses his support magic and magical strikes to augmented his battle performance. This alone makes him stronger than a combatant of comparative skill.

Undead support
The knight uses the single undead under his command to either distract the target from flanks or rear or to land a strike while the target is facing the death knight. Occasionally, knights may summon the Army of the Dead to quickly overwhelm the target and give the Knight plenty of openings to finish off his enemies.

Death Grip
Knight grips a distant target to either slam it into the back of another enemy or to drag it into melee range, if not impale it straight on the sword.

Area of Effect
Bloodboil and Death and Decay are used primarily when the Knight risks encirclement by several enemies. Bloodboil is sometimes used with devastating effect on a single target in close range.

Preparing to fight the Death Knight:

Armour
Those who choose to fight the Death Knight in close combat are in big danger from Frost Attrition tactic and should focus on Frost resistance enchantments. If you seek to engage from a distance, avoiding melee, or if you seek to attack with a larger group you should consider Shadow resistance instead. Shadow resistance will protect you from the plagues, area of effect attacks and from the single long-distance Death Coil attack.

Weapons
Fighting a Death Knight in melee is not recommended, if you choose to do so then you must rely on spiked maces or penetrating axes to get past the armour or on piercing weapons to enter the cracks. Coating the weapons in holy water or alchemical poisons (especially those causing rapid necrosis) is the best approach. In ranged combat, long-muzzled accurate firearms and crossbows with truesilver ammunition coated in holy water or poison are recommended.

Support
Arcane Bombs are expensive engineering contraptions crafted from Arcanite, they can drain power from the Death Knight runes and effectively silence them for up to five seconds. This disables all magical abilities the Death Knight may have.

Burning oil or goblin rocket fuel altered to burn on contact with air can be used as a thrown weapon in a vial. The burning liquid will seep into gaps of the armour and ignite the undead flesh. At closer range the fabled 'Dragon Gun' and other flame-thrower models can be as effective. Using vials of burning oil as a thrown weapon is the best and cheapest solution at medium and long range.

Holy Water can be used to stun the Death Knight for a short time, effective only as distraction before a strike or as a means of breaking a charge.

Vials of Frost and Shadow protection can be used simultaneously. They provide full absorption for first few magical attacks delivered by the Knight and are therefore absolutely crucial.

Restorative Potion brewed by alchemists can help you cure any plagues or magical effects placed upon you by the knight. Drinking potion mid-combat is only possible if you attack from a range or in a group.

Fighting the Death Knight:


Melee
If possible, choose a battlefield that gives you cover from the terrain that will defend you from envelopment by the Army of the Damned or flanking by the undead minion.

If you have arcane bomb in your possession, it should be used as your opening move. This attack disables Knight's magic and gives you several free attacks without interference from magic or augmented melee. Frost and Shadow protection potions and Frost Resistance will give you the additional edge once the bomb's effect wears off. Your main priority is to go on offensive while you still can and deliver sufficient necrosis-poison into the Knight's system. When poison was delivered, you should focus on defence until it brings the Knight down. Killing undead minion may be necessary, but the Knight may revive it instantly from either the corpse or from corpse dust at any time.

Ranged
Choose a rugged battlefield where lightly-armoured fighter can easily outrun a heavier opponent. If possible find a place where you can attack from elevation, such as trees or rooftops. Luring a Knight over tripwire, bear trap or into a pit trap or even a marsh or a fen can make all the difference.

Open with the arcane bomb if it is available, then follow with burning oil. This gives five seconds for the oil to burn and set the flesh ablaze before the Knight can use his frost magic to dowse the flames. Use confusion to throw additional burning oil or to fire a bolt or a bullet into an exposed area. Poison or holy water recommended.

You must break all line of sight with the Death Knight before initial silence wears off, ideally luring the Knight to attack and stumble into a trap. Once the trap distracts him, you may safely throw another vial of oil without the fear of being Death Gripped.

Potion of Invisibility can be used tactically to get another short on the Knight or to escape if the combat didn't go as expected.

Group
When positioning your group, keep in mind that no two members may stay in a line that also passes through the Death Knight. If they do so, they are vulnerable to being Death Gripped into one another.

Swarming the Knight in Melee is ineffective unless the Knight has been silenced, as tightly-packed group is vulnerable to Bloodboil or Death and Decay. Swarm only when the enemy has been silenced.

Continuous melee combat is not advised, rely on ranged attacks and burning oil. Use heavy defensive melee as distraction and cover for the ranged to deliver their attacks before breaking line of sight. Use light melee only when Knight is silenced or is distracted by flames or holy water.

Breaking the Soulblade
If at any point in combat you find yourself in position to disarm the Death Knight and break his weapon, then this is the step you must take. At best it will doom the Knight to death, at worst rob him of all his magic for that fight. If the Knight cleaves at you in an arc with a wooden or stone object in the path, you can dodge the cleave and shatter the blade in two as it is trapped for a brief moment. Well-aimed gunfire can sever a sword in two, as long as you use mithril bullets instead of truesilver.

Afterword:

Dear reader,

Death Knights are the champions of the Scourge. Fighting them is not easy. Do not even attempt to engage one unless you are highly skilled in melee or can run several miles without slowing and tiring and hiting a target with ranged and thrown weapons spot-on on the run from at least thirty yards.

Use this knowledge only against the rogue and Scourge knights, not against the Ebons who fight on our side. If you kill indiscriminately, you yourself become a monster.

-Cassandra Plains


Last edited by Melnerag on Tue Jul 02, 2013 3:25 am; edited 1 time in total

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Re: [IC] Manual of Monsters - Death Knights

Post by erwtenpeller on Mon Jul 01, 2013 7:22 am

Awesome.

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Re: [IC] Manual of Monsters - Death Knights

Post by Lexgrad on Mon Jul 01, 2013 7:47 am

Generations are player made to explain DKs to idiots ooc.  It is not an ic term. Other than that... naice.


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Re: [IC] Manual of Monsters - Death Knights

Post by siegmund on Mon Jul 01, 2013 7:49 am

erwtenpeller wrote:Awesome.

Should serve a lot of people well IC wise.

And lex who says people IC couldn't make the terms up?

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Re: [IC] Manual of Monsters - Death Knights

Post by erwtenpeller on Mon Jul 01, 2013 7:49 am

It is now!

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Re: [IC] Manual of Monsters - Death Knights

Post by Lexgrad on Mon Jul 01, 2013 7:52 am

No.

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Re: [IC] Manual of Monsters - Death Knights

Post by Lavian on Mon Jul 01, 2013 8:44 am

Lexgrad wrote:Generations are player made to explain DKs to idiots ooc.  It is not an ic term.  Other than that... naice.

Don't see why Generations can't be used ICly. It's pretty simple to explain and I see nothing against using it ICly to explain your character's history a bit. Lavian herself is second generation.

Anyway. Havn't read the OP thread and will do now.

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Re: [IC] Manual of Monsters - Death Knights

Post by Littlepip on Mon Jul 01, 2013 6:31 pm

Fourth generation go! (Those resurrected by other Death Knights or liches.)

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Re: [IC] Manual of Monsters - Death Knights

Post by Lavian on Tue Jul 02, 2013 2:28 am

Thorvald wrote:Fourth generation go! (Those resurrected by other Death Knights or liches.)

Still not exactly sure how that works. Havn't looked into it but I am beyond and sure they would be very weak if thats even possible. We were taught by arthas, we were taught the runic system by the vrykuls. Nothing a "fourth" generation should even comprehend if they indeed even existed.

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Re: [IC] Manual of Monsters - Death Knights

Post by Dorothee/Duvaineth on Tue Jul 02, 2013 3:07 am

[[ Really nice post. Im gonna link it to my guilds forums as summary to RP  DKs strengths and weaknesses.

Ic my toon  describes the diff types of DKs this way. ( in order 2nd 3rd and 4th generations )

Vowed to The Lick King Nel' Thuzad, or later on created by the Lich King known as Arthas to the living. Capable of fighting with only their specific runeblade.

Created in the Acherus and can make and fight with more than one runeblade.

Untrained weakling excuse of a deathknight created post fall of the Lich King.]]


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Re: [IC] Manual of Monsters - Death Knights

Post by Dorothee/Duvaineth on Tue Jul 02, 2013 3:17 am

Thorvald wrote:Fourth generation go! (Those resurrected by other Death Knights or liches.)

During arthas reign necromancers and liches raised fallen heroes into Death Knights. Some Death Knights may of created other Deathknights also by giving them a blade of a fallen scourge DK comrade. Dosnt make them 4th if they were raised durring the period Dks had no free will and fought for Arthas.

4th is specifically Post LK fall created. These Dks didnt fight for the scourge under arthas command. Nor do they have the training of Dks of the scourge.

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Re: [IC] Manual of Monsters - Death Knights

Post by Drustai on Tue Jul 02, 2013 3:34 am

Please no more DK lore debates. Keep this thread's focus on the IC writing.

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Re: [IC] Manual of Monsters - Death Knights

Post by Jeanpierre on Tue Jul 02, 2013 4:18 am

I think it's an interesting work, and certainly is a nice way to bring tons of OOC knowledge into the IC realm. But I did wonder a couple of times about points made throughout the text and the general "feel" of it.

The text is for people "without access to the Light", but at the same time any reference to the use of holy powers or Light infused powers portrays its effectiveness as.. stunted?
- "Saronite is resistant to Nature magic and the Holy Light"
- For the weapons you mention weapons coated in holy water, but you revel the use of poisons and discourage any form of melee combat.
- "Holy water can be used to stun the DK for a short time, effective only as distraction".

It feels as if there's no consistent line. You mention it is good to coat weapons in something as flimsy as holy water, but then the actual holy water itself can serve only to stun the DK. On one hand, holy powers are displayed as an effective means (the a whole scroll is to help those without Light) but then they also get a natural resistance to holy powers from the armor.
If a weapon is coated with holy powers, doesn't the holy resistance of the armor (the only resistance that doesn't exist in the world AFAIK) give extra protection?

Either way, while I don't mean to degrade the depth of DK RP, I feel the text breaks down handling DK's to an extremely technically delicate matter... far more than is required for a good RP encounter. I read this text and I read a source of OOC confusion rather than a source of IC clarity. I can see disputes arise like
- "This weapon isn't effective against me!"
- "But it's coated with this poison!" Or "that holy spell!"
- "Great.. suddenly everyone has these powers!" -> well yes, it's now out in the open.
Simultanously, the notion of holy resistance from saronite armor decreases the value of Light powers, only increasing the need and dependency on this IC information to tackle DKs. So it might encourage DK RP'ers to consider Light as something "they'll resist". (And Lighties shouldn't be blasting Light like they're super sayans)

What I fear from a text like this is that any combat is going to turn out to whom knows the Lore best and whom is running around "prepared". I find it inspires far too much a logic like "this guy wins because X", rather than letting the story decide... and I don't see it encourage "better" roleplay in random encounters.
It's a great compendium, no doubt there. ICly I think it's entirely justified... But it seems laden with an OOC view on the way a DK works. That still makes it an interesting read but I'm a bit confused about the purpose of the text.

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Re: [IC] Manual of Monsters - Death Knights

Post by erwtenpeller on Tue Jul 02, 2013 4:19 am

JP. Pls.
Drustai wrote:Please no more DK lore debates. Keep this thread's focus on the IC writing.
If your character doesn't like what they see, write an in-character rebuttal or critical piece.

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Re: [IC] Manual of Monsters - Death Knights

Post by Jeanpierre on Tue Jul 02, 2013 4:22 am

It as an OOC argument about the IC structure. Hm. Very well. My apologies.
Unfortunately, I'll prefer to consider it unavailable ICly for my characters for the reasons stated above.

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Re: [IC] Manual of Monsters - Death Knights

Post by Melnerag on Tue Jul 02, 2013 4:42 am

@JP

This text is IC, so there are some clear IC mistakes there.

Melee is indeed discouraged, but the author still provides some tips in case you want to go melee.

Then there is some different logic there. Stabbing a DK with a weapon coated in holy water delivers that holy water into his body, which is different on many levels from splashing water over his armour and letting it drip on the skin. Of course some DKs will emote collapsing and agonizing after being splashed with some water and others will RP not feeling a thing if you inject HW into their heart. Also, stabbing through armour and delivering Holy Water into the flesh obviously bypasses the armour (since you just either penetrated it or found a way around it)

Holy Powers are not just light-lasers. Priests&paladins can self-empower, self-heal and cleanse poisons/diseases that allows them to match a DK in a 'fair fight'. Just because you can't scathe the DK with Exorcise doesn't mean all your divine potential is wasted, there is a lot you can do.

There is also a reason this is IC rather than OOC. An OOC guide can give rise to confusion. "But The Lorefiend claims that X works!". This is IC. This can be wrong. The author killed a few DKs, but may be those were weak wimps and what worked on them won't work on others.

I imagine the encounter to go something like this:

*Good Guy uses a trick on DK, DK resists*
"But...but that was supposed to work!"
"Foolish mortal, I am in an entirely different league of power! Now you die!"



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Re: [IC] Manual of Monsters - Death Knights

Post by Jeanpierre on Tue Jul 02, 2013 4:52 am

Ahh.. Now that does clarify the stance of the text a lot. I entirely agree with the justifications "ICly". I was, apparently, misunderstanding a potential OOC undertone. It's true that if you consider the possibility of erroneous information, this work can very well inspire situations in RP.

But I guess this goes for anything we can read as such: use it to help flavour RP, not define it.
Thanks for the clarification Mel.

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Re: [IC] Manual of Monsters - Death Knights

Post by siegmund on Tue Jul 02, 2013 5:20 am

As well as anyone using this IC wise can add his own IC notes depending if he has clashed with some or least encoruage people to do so.

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Re: [IC] Manual of Monsters - Death Knights

Post by erwtenpeller on Tue Jul 02, 2013 5:23 am

* A bloodied note appears next to the manual, a last minute addition, shakily written. *

"The manual... It did nothing...... AARRRGGGGHHH-- "
- Lord Hunt von Hunterson, Witch Hunter.


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Re: [IC] Manual of Monsters - Death Knights

Post by Lexgrad on Tue Jul 02, 2013 6:59 am

Yeah I read it as like one of the good natured military guides that tells you how you can take out a tiger tank with a stick and some honey. Just IC Very Happy

Lexys IC advise would be run and find a paladin XD

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Re: [IC] Manual of Monsters - Death Knights

Post by Seranita on Tue Jul 02, 2013 8:16 am

*mutters.. having spent a few days in the library of stormwind specifically in the undead and death sections she stumbles across the scroll.. she reads the title before peering around she slips it into her bag and continues searching for books regarding Deathknights*

((ps i would love an actual ghi item of this scroll Razz ))

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Re: [IC] Manual of Monsters - Death Knights

Post by Thondalar Stormleaf on Wed Jul 03, 2013 3:25 am

(I can make it for you Monnie <3 )

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Re: [IC] Manual of Monsters - Death Knights

Post by Littlepip on Wed Jul 03, 2013 4:13 am

Emily wrote:*Finds a scroll laying next to a corpse in the newly conquered Slugsworks, she picks it up and quickly reads trough it.*
"Guess it didn't help him much."
*Throws the scroll to Richard who quickly devours it and runs of like a little undead girl.*

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Re: [IC] Manual of Monsters - Death Knights

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