Shadow
2007-09-18, 04:11 AM
Helgraf & Shadow Present
Vampire: Renfield's Masquerade
R.M. Renfeild, committed to London's lunatic asylum, escapes soon after hearing his Master's call last night. In his blood-lust after such a long, dry trip, Vlad the Impaler fed from Renfield's veins as he once did in Transylvania.
But Renfeild had been deceived. His Master had promised him the gift of immortality, but instead brought him one step closer to death's door.
Fleeing for his life from the weakened Vampire, Renfeild's shattered psyche fought an ever losing battle with itself, for he now knew that he would never be shown the life eternal, as promised. But his Master's influence over him was too strong to ignore.
Vlad, in his weakened state from the trip, momentarily lost the link needed for his mental dominance of Renfeild. When his expected meal fled for his life, Vlad fell into a bloodthirsty rage, slaughtering Brits by the dozens, growing stronger with each drop of blood that fell upon his tongue.
So now, with the coming of Vlad to London, Renfeild understands that this poor island of England will soon become something like a blood farm for the father of all Vampires.
Attempting to aid his countrymen in any way that his fractured mind is able, Renfeild sometimes hides useful objects for Vlad's enemies to find. But sometimes....
Sometimes his Master's hold on him is too great to resist, and the Children of the Night receive the gifts instead.
And now the game is almost afoot, for the sun is about to set on London, and Vlad's new minions will be thirsty.....
Join us in London, where nothing is as it seems....
****************************
If you're unfamiliar with these games, check the "Werewolf Central" link in my sig.
*Note*: The game's day and night phases have been reversed. Each "normal game day" consists of a 48 hour night phase (for voting) and a 24 hour day phase (for for actions normally used "at night").
Those of you that played in Werewolf IV: The Paladins Strike Back are familiar with this concept.
Not voting two days in a row will lead to the automatic death of said player.
Once we have enough players, Helgraf or I will PM each player with their role, which will be one of the following, determined randomly, without regard to what they have played in the past.
The Roles:
*Note*: Any Roles listed in GREEN are reserved for Brits (villagers) only.
Any Roles listed in DARK RED are reserved for Vampires only.
Any Roles listed in BLUE are available to either affiliation. --The Brits: (Villagers) You are a citizen of Britain. Your job is to stay alive, and ferret out Vlad and his Children. Counts, obviously, as a Brit.
--Vlad the Impaler: (Pseudo-Alpha) As father of all Vampires, you have just awakened from a period of hibernation or torpor from the long travel to London and went on a ravenous feast of blood the previous night. You remember nothing of the previous night's activities, nor do you remember whom you feasted upon due to the drunken blood haze that fills your memory.
--Because of this, Vlad (same as the other Children) does NOT begin play with knowledge of who the other Children of the Night are (see below).
--Once every three nights, while Vlad still lives, instead of draining a Brit dry, he can choose to create another Child of the Night by draining a Brit almost to the point of death and then letting the individual drink from Vlad's own veins (if that Brit so chooses).
--Lucy Westerna: (Devil) Lucy's great beauty commands obedience from even the strongest of men. If she but asks a man his name, he proceeds to tell his life's tale. None can resist her. Counts as a Child of the Night. Lucy Westerna (same as the other Children) does NOT begin play with knowledge of who the other Children are (see below).
--Children of the Night: (Vampires=Wolves) You have awakened this night with little memory of the previous night's events. You do have a vague recollection of being viciously attacked on your way home. You were attacked by Vlad and have now risen as a Vampire yourself. Your job is to lie, deceive, and cajole the Brits into not lynching you. After day begins, PM the narrator(s) with your vote on whom you wish to drain dry/convert to spawn.
--The Narrator(s) will NOT PM you with whomever the other Children of the Night are. Your vote, obviously, counts as a Vampire. If there is a tie in the vote for the Vampire kill, the first vote received will be the individual drained to death. If the vote for whom to feed upon should happen to be an unknown Childe, instead of death, all of the Children who voted to kill said player instead learn that he is a fellow Childe, and thus, a Coven is created. Each Childe not yet introduced into a Coven votes separately.
--*Note* The Narrator(s) will keep track of how many Vampires have been introduced to any given Coven. When the Coven vote gets sent in, all Children which are a part of the Coven will be counted as voting for that person, and weigh that versus the individuals still apart from the Coven.
--The Gypsies: (Masons) Too long have you suffered at the hands of Vlad in Transylvania. You've all only just come to realize this since his migration to London and so you've followed him there intent on destroying him. Your job is to ferret out the Vampires, and to protect your fellow Gypsies. All Gypsies begin the game with knowledge of who the other Gypsies are. Your votes count as Brits'.
--Peter Hawkins: (Fool) Peter Hawkins is told at the beginning of the game that he is Absimillard, the Nosferatu Progenitor (see below). When Hawkins gets his foresight in the evening, he gets a random chance as to what he sees when he points someone out. When he points to the Absimillard, he will always see Peter Hawkins, and vise verse. Counts as a Brit.
--Jonathan Harker and Mina Murray: (Lovers) These two people's souls are so intertwined that if one of them should die, the other will fall dead of a broken heart. These two people can be anyone in the game: Children of the Night, Ancient Ones, etc.
--Dr. John Seward and Quincey P. Morris: (Feuders) These two, while both vying for Lucy's love have grown to hate each other so much that they will do anything in their power to kill the other. Either Dr. John Seward or Quincy P. Morris are only considered winning the game if one survives and the other is dead. Neither Dr. John Seward nor Quincey P. Morris may begin the game as Children of the Night (or it would be too easy for one to take the other out).
--Professor Abraham Van Helsing: (baner) Professor Abraham Van Helsing has been studying the occult for many years. He's an expert at destroying vampires and saving lives. Van Helsing can choose one player to protect from the Children of the Night every day. PM this choice to the narrators at dawn.
--Lord Godalming: (Emperor) Well known and respected by almost everyone in London, Lord Godalming's vote counts as three when determining who will be lynched.
--Arthur Holmwood, Esquire: (Heir) Heir to his father, Lord Godalming's lands, Arthur Holmwood's vote counts as two when determining who will be lynched. Arthur Holmwood becomes Lord Godalming if/when the Lord is killed.
The Ancient Ones are called so because that is what they are to become in time. These are the forefathers of the different Vampire Clans. Each was chosen specifically by Vlad (possibly in the future, possibly already) for the special gifts that they each possess. (Yes, we know that we're mixing two different myths here.) All Ancient One's Roles will be assigned before any other Roles. Unless otherwise noted in their description, the possibility exists that some of the Ancient Ones may, in fact, be Vampires, Lovers, Gypsies, etc.
*Note*: The use of the Clan names from Vampire: The Masquerade was purely for fluff value. Just because an individual gets one of these roles does NOT mean that they are DEFINITELY a vampire. But they may still be....
The Ancient Ones consist of:
--Dracian, the Ravnos Progenitor: (Illusionist) Each day Dracian can use his/her uncanny guile to trick Lucy Westerna and Absimillard to see whatever he desires. Target player shows as any role of Dracian's choice upon scrying by either of the aforementioned individuals.
--Absimillard, The Nosferatu Progenitor: (Diviner) Each day, Absimillard can use his uncanny knack for uncovering well hidden secrets to find out exactly who any certain individual is. Absimillard must be a Brit.
--Veddhartha, the Ventru Progenitor: (Abjuror) Veddhartha is a man of great power and influence. Every night he can choose to use his considerable resources to provide sanctuary to one player from the masses, granting them protection from lynching by the mob. PM this choice to the narrators at dusk. Veddhartha must be a Brit.
--"The Eldest", Tzimisce Progenitor: (Necromancer) Once every three days "The Eldest" can use his foul necromancy to raise one dead player from the grave, but this individual becomes horribly disfigured in the process. Raised players are randomly assigned a new role (Childe of the Night is a possibility as well). Once used, this ability cannot be used again until two full days have passed.
--Ishtar, the Toreador Progenitor: (Enchanter) Every day Ishtar can Possess a target player. The affected individual has been so completely enthralled by the Toreador that they don't even know that they're being manipulated. On the following night, the Possessed player's vote is counted as a vote for whomever Ishtar wills, instead of the individual's actual vote.
--Malkav, the Malkavian Progenitor: (Transmuter) Each day Malkav chooses a target and a random effect from all the roles happens to that person. If you get the Role of Malkav you can, if you so choose, target yourself with this ability, but we'll warn you that you may not want to in some unlucky cases....
--Troile, the Bruja Progenitor: (Evoker) When killed, Triole (while fighting for his/her life) enters a frenzied rage and utterly destroys one of his/her enemies. If drained by Vampires, one random Childe is killed. If killed by lynching, the last person to vote for Triole is killed. Any individual killed by Triole in his frenzy is so completely mutilated that they cannot even be brought back from the dead by "The Eldest."
--Tremere, the Tremere Progenitor: (Conjurer) Tremere is a budding Thaumaturge of such skill that he's figured out ways to use his own life force to create various effects. Five times during the course of the game, Tremere can choose to cast a spell to various effects.
Possible Incantations:
Blood Boil: Blood Boil may be manifested during the day to protect a target player from Being drained by Children of the Night. In the event that any Childe of the Night attacks the target player, the target's blood boils to such a degree that the mouth of the Vampire who unfortunately happens to be feeding on the target is burned so badly that he screams out in horrible pain, drawing attention to the attack, possibly revealing a single Childe of the Night for who he truly is (determined randomly from among those possible).
Blood Shield: A Blood Shield can be created at night, at any time before dawn breaks, to protect a target from lynching. PM the narrators before the end of the night. This ability may be used to prevent a lynching up to twice during the course of the game (following the five-per-game limit on total incantations).
Suicide: This powerful incantation, which can be cast either at night or during the day, anytime before dawn breaks, causes the target to commit suicide by whatever means at their disposal. Can be countered by anything that would normally counter a death (ie: protection from the Ventrue Progenitor in the case of a lynching). This ability may be used up to twice per game, following the five-per-game limit on total incantations.
Brainwipe: When Tremere chooses a target for this spell, the victim's mind is completely erased for a single day. This Ritual causes a target player to fall completely silent and useless for a single day. The target can not do so much as lift a finger, let alone speak. Brainwipe forces a target player to become inactive for the following night. Any posts by a "Brainwiped" character during the following game day will be considered cheating and will lead to said player's death. This ritual may only be cast during the day phase (so that the player in question and narrators are certain to be able to enforce it properly).
*note: This ability is used to *force* a player to simply fall silent for the day. This ability cannot be used to force a player to be auto-lynched. If used against a player threatened with auto-lynch, that player receives one more day to become active.
Some of the items that Renfeild may leave you include, but are not limited to: Mirror - You may use this mirror once to try and 'catch' a suspected vampire; however, mirrors are imperfect. There is a 50% chance of determining whether the target is a villager or vampire; the mirror is too distorted to determine any further information.
Crucifix - This item has a 25% chance of repelling a vampire if the user is attacked. It is destroyed either way afterward.
Charlatan's Crystal Set - This single use item can be used to change a subject's apparent type (villager or vampire) to that of the user's choosing.
Once the majority has voted for one person, that person is lynched. Dawn breaks, and it begins again. The lynched person is out, and can make comments, but nothing that could influence a vote. When a lynching happens, it is NOT revealed as to which role the person had unless said player was a Childe of the Night, or unless it becomes a necessity as in the case of the Lovers, Triole, etc..
If/when a body is found at dusk it is NOT revealed which role they had.
If the Vampires start blind, the entire game should continue that way.
Helgraf's "Scry Interference" rule will be used.
*NOTE* It is highly recommended that players (after their death) keep their roles a secret from anyone that didn't know it previously, as "The Eldest", Tzimisce Progenitor may very well raise you into the game once again with a different role.
A list of the Roles will be released upon completion of the game.
Victory Conditions:
For the Brits to win, they must destroy all of the Vampires.
For the Children of the Night to win, the Vampire Coven must simply reduce the number of Brits to equal their current numbers.
Once we have enough players (that number is yet to be determined) we will close recruitment.
The game is scheduled (at this point) to start on Tuesday, September 25th.
Players: 42Alarra
Almighty Salmon
Andre Fairchilde
Atreyu the Masked Llama
Banjo1985
Captain van der Decken
Castaras
CurlyKitGirl
Eldritch Knight
evnafets
Flying Elephant
Fleeing Coward
Freshmeat_
Haruki-kun
Hyramgraff
Ichneumon
Indurain
Ink
Jeggred Von
Jontom Xire
Joosbawx
Khaldan
Korias
Lord Fullbladder, Master of Goblins
Malmagor Andrigal
Neodan282
Pwenet
Pingcode20
Piratemonk
purple gelatinous cube o' Doom
radikalskippy
Raeden
Raiser B1ade
Stu42
Terumitsu
Therarde
Traveling Angel
Vonriel
Vuurmeester
Zar Peter
Zeratul
ZombieRockStar
Vampire: Renfield's Masquerade
R.M. Renfeild, committed to London's lunatic asylum, escapes soon after hearing his Master's call last night. In his blood-lust after such a long, dry trip, Vlad the Impaler fed from Renfield's veins as he once did in Transylvania.
But Renfeild had been deceived. His Master had promised him the gift of immortality, but instead brought him one step closer to death's door.
Fleeing for his life from the weakened Vampire, Renfeild's shattered psyche fought an ever losing battle with itself, for he now knew that he would never be shown the life eternal, as promised. But his Master's influence over him was too strong to ignore.
Vlad, in his weakened state from the trip, momentarily lost the link needed for his mental dominance of Renfeild. When his expected meal fled for his life, Vlad fell into a bloodthirsty rage, slaughtering Brits by the dozens, growing stronger with each drop of blood that fell upon his tongue.
So now, with the coming of Vlad to London, Renfeild understands that this poor island of England will soon become something like a blood farm for the father of all Vampires.
Attempting to aid his countrymen in any way that his fractured mind is able, Renfeild sometimes hides useful objects for Vlad's enemies to find. But sometimes....
Sometimes his Master's hold on him is too great to resist, and the Children of the Night receive the gifts instead.
And now the game is almost afoot, for the sun is about to set on London, and Vlad's new minions will be thirsty.....
Join us in London, where nothing is as it seems....
****************************
If you're unfamiliar with these games, check the "Werewolf Central" link in my sig.
*Note*: The game's day and night phases have been reversed. Each "normal game day" consists of a 48 hour night phase (for voting) and a 24 hour day phase (for for actions normally used "at night").
Those of you that played in Werewolf IV: The Paladins Strike Back are familiar with this concept.
Not voting two days in a row will lead to the automatic death of said player.
Once we have enough players, Helgraf or I will PM each player with their role, which will be one of the following, determined randomly, without regard to what they have played in the past.
The Roles:
*Note*: Any Roles listed in GREEN are reserved for Brits (villagers) only.
Any Roles listed in DARK RED are reserved for Vampires only.
Any Roles listed in BLUE are available to either affiliation. --The Brits: (Villagers) You are a citizen of Britain. Your job is to stay alive, and ferret out Vlad and his Children. Counts, obviously, as a Brit.
--Vlad the Impaler: (Pseudo-Alpha) As father of all Vampires, you have just awakened from a period of hibernation or torpor from the long travel to London and went on a ravenous feast of blood the previous night. You remember nothing of the previous night's activities, nor do you remember whom you feasted upon due to the drunken blood haze that fills your memory.
--Because of this, Vlad (same as the other Children) does NOT begin play with knowledge of who the other Children of the Night are (see below).
--Once every three nights, while Vlad still lives, instead of draining a Brit dry, he can choose to create another Child of the Night by draining a Brit almost to the point of death and then letting the individual drink from Vlad's own veins (if that Brit so chooses).
--Lucy Westerna: (Devil) Lucy's great beauty commands obedience from even the strongest of men. If she but asks a man his name, he proceeds to tell his life's tale. None can resist her. Counts as a Child of the Night. Lucy Westerna (same as the other Children) does NOT begin play with knowledge of who the other Children are (see below).
--Children of the Night: (Vampires=Wolves) You have awakened this night with little memory of the previous night's events. You do have a vague recollection of being viciously attacked on your way home. You were attacked by Vlad and have now risen as a Vampire yourself. Your job is to lie, deceive, and cajole the Brits into not lynching you. After day begins, PM the narrator(s) with your vote on whom you wish to drain dry/convert to spawn.
--The Narrator(s) will NOT PM you with whomever the other Children of the Night are. Your vote, obviously, counts as a Vampire. If there is a tie in the vote for the Vampire kill, the first vote received will be the individual drained to death. If the vote for whom to feed upon should happen to be an unknown Childe, instead of death, all of the Children who voted to kill said player instead learn that he is a fellow Childe, and thus, a Coven is created. Each Childe not yet introduced into a Coven votes separately.
--*Note* The Narrator(s) will keep track of how many Vampires have been introduced to any given Coven. When the Coven vote gets sent in, all Children which are a part of the Coven will be counted as voting for that person, and weigh that versus the individuals still apart from the Coven.
--The Gypsies: (Masons) Too long have you suffered at the hands of Vlad in Transylvania. You've all only just come to realize this since his migration to London and so you've followed him there intent on destroying him. Your job is to ferret out the Vampires, and to protect your fellow Gypsies. All Gypsies begin the game with knowledge of who the other Gypsies are. Your votes count as Brits'.
--Peter Hawkins: (Fool) Peter Hawkins is told at the beginning of the game that he is Absimillard, the Nosferatu Progenitor (see below). When Hawkins gets his foresight in the evening, he gets a random chance as to what he sees when he points someone out. When he points to the Absimillard, he will always see Peter Hawkins, and vise verse. Counts as a Brit.
--Jonathan Harker and Mina Murray: (Lovers) These two people's souls are so intertwined that if one of them should die, the other will fall dead of a broken heart. These two people can be anyone in the game: Children of the Night, Ancient Ones, etc.
--Dr. John Seward and Quincey P. Morris: (Feuders) These two, while both vying for Lucy's love have grown to hate each other so much that they will do anything in their power to kill the other. Either Dr. John Seward or Quincy P. Morris are only considered winning the game if one survives and the other is dead. Neither Dr. John Seward nor Quincey P. Morris may begin the game as Children of the Night (or it would be too easy for one to take the other out).
--Professor Abraham Van Helsing: (baner) Professor Abraham Van Helsing has been studying the occult for many years. He's an expert at destroying vampires and saving lives. Van Helsing can choose one player to protect from the Children of the Night every day. PM this choice to the narrators at dawn.
--Lord Godalming: (Emperor) Well known and respected by almost everyone in London, Lord Godalming's vote counts as three when determining who will be lynched.
--Arthur Holmwood, Esquire: (Heir) Heir to his father, Lord Godalming's lands, Arthur Holmwood's vote counts as two when determining who will be lynched. Arthur Holmwood becomes Lord Godalming if/when the Lord is killed.
The Ancient Ones are called so because that is what they are to become in time. These are the forefathers of the different Vampire Clans. Each was chosen specifically by Vlad (possibly in the future, possibly already) for the special gifts that they each possess. (Yes, we know that we're mixing two different myths here.) All Ancient One's Roles will be assigned before any other Roles. Unless otherwise noted in their description, the possibility exists that some of the Ancient Ones may, in fact, be Vampires, Lovers, Gypsies, etc.
*Note*: The use of the Clan names from Vampire: The Masquerade was purely for fluff value. Just because an individual gets one of these roles does NOT mean that they are DEFINITELY a vampire. But they may still be....
The Ancient Ones consist of:
--Dracian, the Ravnos Progenitor: (Illusionist) Each day Dracian can use his/her uncanny guile to trick Lucy Westerna and Absimillard to see whatever he desires. Target player shows as any role of Dracian's choice upon scrying by either of the aforementioned individuals.
--Absimillard, The Nosferatu Progenitor: (Diviner) Each day, Absimillard can use his uncanny knack for uncovering well hidden secrets to find out exactly who any certain individual is. Absimillard must be a Brit.
--Veddhartha, the Ventru Progenitor: (Abjuror) Veddhartha is a man of great power and influence. Every night he can choose to use his considerable resources to provide sanctuary to one player from the masses, granting them protection from lynching by the mob. PM this choice to the narrators at dusk. Veddhartha must be a Brit.
--"The Eldest", Tzimisce Progenitor: (Necromancer) Once every three days "The Eldest" can use his foul necromancy to raise one dead player from the grave, but this individual becomes horribly disfigured in the process. Raised players are randomly assigned a new role (Childe of the Night is a possibility as well). Once used, this ability cannot be used again until two full days have passed.
--Ishtar, the Toreador Progenitor: (Enchanter) Every day Ishtar can Possess a target player. The affected individual has been so completely enthralled by the Toreador that they don't even know that they're being manipulated. On the following night, the Possessed player's vote is counted as a vote for whomever Ishtar wills, instead of the individual's actual vote.
--Malkav, the Malkavian Progenitor: (Transmuter) Each day Malkav chooses a target and a random effect from all the roles happens to that person. If you get the Role of Malkav you can, if you so choose, target yourself with this ability, but we'll warn you that you may not want to in some unlucky cases....
--Troile, the Bruja Progenitor: (Evoker) When killed, Triole (while fighting for his/her life) enters a frenzied rage and utterly destroys one of his/her enemies. If drained by Vampires, one random Childe is killed. If killed by lynching, the last person to vote for Triole is killed. Any individual killed by Triole in his frenzy is so completely mutilated that they cannot even be brought back from the dead by "The Eldest."
--Tremere, the Tremere Progenitor: (Conjurer) Tremere is a budding Thaumaturge of such skill that he's figured out ways to use his own life force to create various effects. Five times during the course of the game, Tremere can choose to cast a spell to various effects.
Possible Incantations:
Blood Boil: Blood Boil may be manifested during the day to protect a target player from Being drained by Children of the Night. In the event that any Childe of the Night attacks the target player, the target's blood boils to such a degree that the mouth of the Vampire who unfortunately happens to be feeding on the target is burned so badly that he screams out in horrible pain, drawing attention to the attack, possibly revealing a single Childe of the Night for who he truly is (determined randomly from among those possible).
Blood Shield: A Blood Shield can be created at night, at any time before dawn breaks, to protect a target from lynching. PM the narrators before the end of the night. This ability may be used to prevent a lynching up to twice during the course of the game (following the five-per-game limit on total incantations).
Suicide: This powerful incantation, which can be cast either at night or during the day, anytime before dawn breaks, causes the target to commit suicide by whatever means at their disposal. Can be countered by anything that would normally counter a death (ie: protection from the Ventrue Progenitor in the case of a lynching). This ability may be used up to twice per game, following the five-per-game limit on total incantations.
Brainwipe: When Tremere chooses a target for this spell, the victim's mind is completely erased for a single day. This Ritual causes a target player to fall completely silent and useless for a single day. The target can not do so much as lift a finger, let alone speak. Brainwipe forces a target player to become inactive for the following night. Any posts by a "Brainwiped" character during the following game day will be considered cheating and will lead to said player's death. This ritual may only be cast during the day phase (so that the player in question and narrators are certain to be able to enforce it properly).
*note: This ability is used to *force* a player to simply fall silent for the day. This ability cannot be used to force a player to be auto-lynched. If used against a player threatened with auto-lynch, that player receives one more day to become active.
Some of the items that Renfeild may leave you include, but are not limited to: Mirror - You may use this mirror once to try and 'catch' a suspected vampire; however, mirrors are imperfect. There is a 50% chance of determining whether the target is a villager or vampire; the mirror is too distorted to determine any further information.
Crucifix - This item has a 25% chance of repelling a vampire if the user is attacked. It is destroyed either way afterward.
Charlatan's Crystal Set - This single use item can be used to change a subject's apparent type (villager or vampire) to that of the user's choosing.
Once the majority has voted for one person, that person is lynched. Dawn breaks, and it begins again. The lynched person is out, and can make comments, but nothing that could influence a vote. When a lynching happens, it is NOT revealed as to which role the person had unless said player was a Childe of the Night, or unless it becomes a necessity as in the case of the Lovers, Triole, etc..
If/when a body is found at dusk it is NOT revealed which role they had.
If the Vampires start blind, the entire game should continue that way.
Helgraf's "Scry Interference" rule will be used.
*NOTE* It is highly recommended that players (after their death) keep their roles a secret from anyone that didn't know it previously, as "The Eldest", Tzimisce Progenitor may very well raise you into the game once again with a different role.
A list of the Roles will be released upon completion of the game.
Victory Conditions:
For the Brits to win, they must destroy all of the Vampires.
For the Children of the Night to win, the Vampire Coven must simply reduce the number of Brits to equal their current numbers.
Once we have enough players (that number is yet to be determined) we will close recruitment.
The game is scheduled (at this point) to start on Tuesday, September 25th.
Players: 42Alarra
Almighty Salmon
Andre Fairchilde
Atreyu the Masked Llama
Banjo1985
Captain van der Decken
Castaras
CurlyKitGirl
Eldritch Knight
evnafets
Flying Elephant
Fleeing Coward
Freshmeat_
Haruki-kun
Hyramgraff
Ichneumon
Indurain
Ink
Jeggred Von
Jontom Xire
Joosbawx
Khaldan
Korias
Lord Fullbladder, Master of Goblins
Malmagor Andrigal
Neodan282
Pwenet
Pingcode20
Piratemonk
purple gelatinous cube o' Doom
radikalskippy
Raeden
Raiser B1ade
Stu42
Terumitsu
Therarde
Traveling Angel
Vonriel
Vuurmeester
Zar Peter
Zeratul
ZombieRockStar