Hidden 9 yrs ago Post by Experiment 249
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GAH! I forgot to post for a few days, sorry guys. I'll work up a post tomorrow for Thelin. I was focusing on binge watching the entirety of Avatar the Last Airbender in 3 days, but that's all done now so I'll get some rest and post tomorrow!
1x Laugh Laugh
Hidden 9 yrs ago 9 yrs ago Post by Lady Absinthia
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Okay, we have a bit of a meta gaming problem. The undead part of this rp is NOT known yet. The story at the beginning of the ooc is just set up, none of your characters know this. The only thing even hinting at anything being off is the dug up graves. Where the necromancer is, that there is one, that there could or would be undead, none of that is in game yet.

I expect edits to references of such, this is not debatable, this is a huge violation of anti metagaming protocol. All any one knows is what you character has seen or heard in game thus far. Nothing about undead has come up in rp as of yet.


Any pm's I get from this will be ignored. This is not debatable. This is against the rules.

Any post referencing such should be ignored by rpers until it is edited out.

Your Gm - aka Goddess,

Lady A
Hidden 9 yrs ago 9 yrs ago Post by Experiment 249
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I live!

I need to read up on what happened and then post
(also someone just bought me undertale on steam, so I need to make sure everything is done before I beat the whole game in one sitting because I'm a monster with no self control)


EDIT:
Did not beat it in one sitting, only got to muffet
Hidden 9 yrs ago Post by lostdreamer
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The undead part of this rp is NOT known yet.

Sorry, my bad. Apologies for getting overly eager and excited and running off in random directions.
Now fixed.

I'd assumed that the fact the tower surrounded by undead and disturbed graveyard were signposted in the first post ment that they were common knowledge or the subject of enough rumours that someone who was interested could figure it out.

I'll wait for it to come up in play.
Hidden 9 yrs ago Post by Lady Absinthia
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@lostdreamer You'll have to forgive me, still waking up and having kids under foot while Christmas prepping but I don't recall saying the tower was surrounded by undead. O.o - I mentioned the necromancer was in the tower protected by undead, that doesn't mean any of them are outside the tower. For clarification, they are inside and this is unknown in the village.
Hidden 9 yrs ago Post by Lady Absinthia
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Merry Christmas everyone from East Coast U.S.A. where's is raining and we have the a.c. running, lol
Hidden 9 yrs ago Post by Sigil
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@Experiment 249

"Orcish War Horn"? That's an apt descriptor I hadn't thought of. Mind if I borrow in the future?
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Go for it man, haha
Hidden 9 yrs ago 9 yrs ago Post by knighthawk
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Hoping this is still accepting and noting only a single cleric. There is one of my 'default' characters I will be converting into a proper CS< but I wanted to make sure the character base is sound.

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@knighthawk What, no Lob? Wanted to see what he did with his bone ;p lol But seriously, character concept is solid, talked over the previous Rp you and Sigil were in together. Transfer over to the CS for this Rp and keep it even keel and you shouldn't have a problem. Well other than a half orc in an area being attacked by orcs, mwahahah.
Hidden 9 yrs ago Post by knighthawk
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Do you want Lob? I can bring Lob in with NO PROBLEM!
Hidden 9 yrs ago 9 yrs ago Post by knighthawk
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[hider=Feral Freedom]


Lob




Character Summary

Name:Lob-Otto-Me
Aliases:Lob, dog, you, dumbass,
Age:21
Race:Half-Orc
Alignment:Chaotic Good
Place of Origin: He is a plainsman of the halfling dogrider tribe.
Gender:Male
Class:Barbarian {brute kit} Ranger (Feralan Kit)



Stats


Strength:20
Dexterity:13
Constitution:15
Intelligence:6
Wisdom:15
Charisma:8



Physical Attributes

Height:6'4" often in a 5'4" crouch and 4'4"in a four legged run
Weight: 350
Build: MASSIVE
Eyes: Emerald green
Hair: Red/orange
Skin Tone: Green
Racial Abilities:
Tattoos/Scars/Piercings: Lots of scars, thinking about permanent cammoflage tattoos.
Day To Day Attire: Loincloth and poncho.
Strengths: Inhuman Strength, Scent tracking, Rage
Weaknesses: Dumb as a dog, ugly as sin, easily provoked



Psychological Attributes

Hypnotic susceptibility * Aggressiveness * Compliance * Risk taking


Sexuality: Pansexual
Relationship Status: Single
Personality:
It is easy to say he is retarded and write him off, many do. But truly between the simplemindedness of a child or a dog are the greatest qualities ever sought by any other. He gives without thinking and acts with no regard for his own safety. He believes himself invincible only because he hasn't died yet. He remembers those lost to him, he treasures animals almost above people. He will do almost anything asked of him without hesitation.
But for all of this childlike innocence with utter canine loyalty is the temper tantrums with the strength of a giant and the ferocity of Feral rage unleashed. He is still the barbarian and the animal all claim him to be by the way he eats and bullies his way upon others when he can tell they are 'in season'.
Habits: Sniffing others and licking hands to greet, rubbing things on himself for scent and texture.
Hobbies: Foraging
Fears:
Not a fear, but a rage trigger for him are gnolls, those that killed his pack.
He fears dragons. Not because of their common fear power, but the fact that he has seen its breath weapon melt a man to death over several moments of screaming.
Truly, he fears being alone. He has always had someone else to guide him and keep him by their side. But without a packmate he will sycophantly cling to the nearest person simply to not be alone.
Likes: food, warm, friends, dogs/wolves, anything new, Dwarfs
Dislikes: sleeping on stone, cold/snow, Hyenas, Scale-folk, underground, Hellhound meat.



Skills


  • Darkvision/infravision: able to see at night/in the dark for 60 feet
  • Climbing: up the wall, up the tree, up the giant. (95% success)
  • Back detection: Savage instincts to foul attacks from behind. (40% chance of detecting an attack from behind, made by any character or creature. If the barbarian successfully detects the attack, he avoids it. Additionally, the barbarian is entitled to counter-attack the attacker immediately, even if the barbarian already attacked that turn.
  • Leaping(forward) and springing(up): Running Leap: 3d6+6 Ft. Running Spring: ld6+3 Ft. Standing Leap: 2d4+3 Ft. Standing Spring: ld4+3 Ft.
  • Wild Brawl: When fighting without weapons, the Brute can propel himself into a berserk frenzy. Bites, punches and kicks are all directed at a single opponent. A single attack roll is used to determine if these attacks finds their mark. Damage is ld6.
  • Enhanced Sense of Smell: A Brute can trail a human, animal, or demi-human by scent, presuming the quarry made the trail within the previous 24 hours. The Brute must be familiar with the quarry, or must have a sample of the scent (a scrap of hide, a lock of hair, a piece of clothing). A Brute has the same chance to follow the trail as if he had the tracking proficiency. Use the Brute’s Wisdom score to make tracking checks. If the Brute has the tracking proficiency, he receives a +2 bonus to his checks.
    A Brute can also identify a particular character or creature by its lingering aroma, presuming the character or creature was in the area within the past 24 hours. The Brute must be familiar with the creature or have a sample of the scent. The Brute identifies the scent with a successful Wisdom check.
  • Surprise Bonus: Because of the Brute's sharp senses, he receives a +2 bonus to his surprise rolls.
  • Weapon specialization: Great club, (+1 hit +2 damage)
  • Weapon proficiency: Dagger, Throwing Axe, Battle axe, Spear, Net
  • Armor proficiency: Padded, Leather
  • Stealth: The Feralan receives a +10% chance to hide in natural surroundings and a +10% chance to move silently. These total to 20% hide and 25% move silently
  • Feral Rage: During melee combat, the initial wounding of an opponent may impel the Feralan into a frenzy of blood lust, increasing his fighting effectiveness. A Feralan can make one attempt to become enraged at any particular opponent. After the first round in which a Feralan inflicts damage on an opponent, the Feralan has the option of making a saving throw vs. death magic. If the roll succeeds, the Feralan goes into a feral rage for the next 2d6 rounds. During that time, the rage gives the Feralan a +2 bonus to all attack and damage rolls, and his base Armor Class improves by 2 (an unarmored Feralan's AC is temporarily raised to 8). However, all attacks must be made against the designated opponent and the Feralan must attack in every round he's able; he can't voluntarily break off an attack, or choose to attack a different opponent.

    An enraged Feralan must continue to attack the designated opponent until the feral rage wears off, or the opponent dies or escapes. If the rage wears off, the Feralan may continue to attack normally, or take any other action; however, the Feralan can't attempt to become enraged again against the same opponent. If the opponent dies, the feral rage automatically ends. If the opponent flees, the Feralan will pursue for the duration of the rage.
  • Familial Rapport: The familial followers of a Feralan will generally do what they're asked, assuming they're physically capable of doing so, when the Feralan speaks to them in their own language. Mistreated familial followers may still abandon a Feralan.
  • Animal Training: The Feralan may train non-familial followers.
  • Call of the Wild: When in the plains, the Feralan may attempt to summon familial species animals by howling at the top of his lungs for 1-6 rounds. The DM then secretly rolls percentile dice. If the result is less than or equal to the Feralan's Wisdom score plus his level (a 1st level Feralan with Wisdom 15 has a base chance of 16%), 1-4 familial animals show up within the next hour. Once they arrive, these animals act as followers for the next 1-4 hours. During this time, the Feralan may command them with his Speak with Animals ability. At the end of the 1-4 hour period, the summoned animals disappear into the wilderness. A Feralan can attempt call of the wild once per day.
  • Forager: By using this proficiency, a character can search a wilderness area to locate a small amount of a desired material, such as a branch suitable for carving into a bow, enough kindling to start a fire, a medicinal herb, or a component required for a spell. The character must spend 2-8 (2d4) hours searching, and the material must theoretically be available in the area being searched (for instance an icicle isn't available in the desert, nor dry kindling on the ocean floor). The DM doesn't confirm if the material sought is actually available until after the character has searched for the designated period. If the DM decides the material isn't in the area, no proficiency check is necessary; he merely reveals that the search was in vain.
  • Danger sense: This proficiency provides a humanoid character with a sixth sense which warns of impending danger. On a successful check, the character avoids a trap at the last second or realizes that opponents wait to ambush him due to a sudden warning tingle that cannot be ignored. Characters who make successful checks spot traps before blundering into them and receive initiative against hidden opponents.
    This proficiency does not work against opponents who are out in the open and making no attempt to hide their actions. Failure indicates that the character senses nothing out of the ordinary and play continues normally.
  • Hunting: When in wilderness settings, the character can attempt to stalk and bring down game. A proficiency check must be made with a -1 penalty to the ability score for every nonproficient
    hunter in the party. If the die roll is successful, the hunter (and those with him) have come within 101 to 200 yards (100+1d100) of an animal. The group can attempt to close the range, but a proficiency check must be made for each 20 yards closed. If the stalking is successful, the hunter automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the DM.
  • Tracking: The ability to follow an intended person for lengths of distance even without seeing the target.
  • Trail Signs: A character with this proficiency can read symbolic messages indicated by an arrangement of stones or other physical objects. The character must designate the method of leaving messages preferred by his family, tribe, or culture. Typical methods include piling rocks, stacking branches, or building snow sculptures. When the character encounters such a message, he understands the meaning if he makes a successful proficiency check. ("A dragon dwells in these woods." "Eat the green berries for restored health.") The message is meaningless to characters without the trail signs proficiency. A character with the trail signs proficiency who uses methods other than the one encountered can try to read it at half the normal chance for success. This proficiency can also be used to identify the cultural group or tribe that has left a specific trail sign.
  • Rope Use: This proficiency enables a character to accomplish amazing feats with rope. A character with rope use proficiency is familiar with all sorts of knots and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. If the character's hands are bound and held with a knot, he can roll a proficiency check (with a -6 penalty) to escape the bonds.
    This character gains a +2 bonus to all attacks made with a lasso. The character also receives a +10% bonus to all climbing checks made while he is using a rope, including attempts to belay (secure the end of a climbing rope) companions.
  • Running: The character can move at twice his normal movement rate for a day. At the end of the day he must sleep for eight hours. After the first day's movement, the character must roll a proficiency check for success. If the die roll succeeds, the character can continue his running movement the next day. If the die roll fails, the character cannot use his running ability the next day. If involved in a battle during a day he spent running, he suffers a -1 penalty to his attack rolls.
  • Endurance: A character with endurance proficiency is able to perform continual strenuous physical activity for twice as long as a normal character before becoming subject to the effects of fatigue and exhaustion. In those cases where extreme endurance is required, a successful proficiency check must be made. Note that this proficiency does not enable a character to extend the length of time that he can remain unaffected by a lack of food or water.




Magic


[*] Speak with Animals: The Feralan can use this ability at will with animals from his familial species. The ability is similar to the 2nd level priest spell Speak with Animals, but requires no components or casting time.



Possessions


Possessions Generally On Person: Clothing, coin purse, money, etc
  • Food Whatever he happened to be foraging for while walking along the road.
  • Rock A glowing green stone from an eyebite cavern. Some giggle it is his night-light so he can sleep.

Weapons:
  • CATCH! A throwing 'axe' which was a parting gift from the last parties bard/cook, she could throw and catch three at a time in the air. It was an entertaining skill he never developed, but it is great for when he needs to hunt rabbits or use with his 'not a hat' if it is too cramped to use his club.
  • Wild Brawl: When fighting without weapons, the Brute can propel himself into a berserk frenzy. Bites, punches and kicks are all directed at a single opponent. A single attack roll is used to determine if these attacks finds their mark. Damage is ld6.
  • Web Having watched spiders make their own and seen fishermen use them as well. A net seemed like a good idea. He's still getting used to using it, but it is a good way to carry stuff.

Armor:
  • Enhanced Natural Armor: The Brute’s coarse hair, thick skin, and dense bones give him a natural armor class of 6 (boosted to AC 4 when he wears padded or leather armor). [+4 nat arm for the 3.0 and higher folks]
  • Not a hat A buckler he keeps for a plate or to carry berries in. If in small spaces where he cannot use his club, he will use it with his axe, catch!

Animals:
  • Dog! He bought the mastiff in a port city so he wouldn't be alone. it is not his animal companion yet,but he is trying to teach it tricks, but who is teaching who is up for debate.

Pack Contents: What do you carry in you pack when traveling
    What pack?

Magical Items:
  • CLUB! is a greatclub (2d4) that is little more than a bone ripped from the wing of a black dragon and fitted to a handle. Much of its energy is still rather raw from the experience, but its damage transfer the dragonic energy of acid to stop regenerating creatures. Even if it does not drip acid itself, it seems to work half the time to harm trolls and the like.(8/8/15 Gained a permanent +1d4 from shillelagh potion) (3d4+8 11-20)
  • Hide! Hide armor made from the hide of a black bear, because black is good for hiding! He proved himself to his lost clan's shaman (druid) who put a blessing on the armor for good hunting.(invisibility to animals) He has learned that he can approach an animal, but after the first attack, they can see him. He also learned the hard way that it only works on normal animals, special animals can see him just fine. (8/10/15 He has had the pelt of a hellhound sewn into it as well for a hood and made it fireproof.)

Potions: Premade or prepurchased potions - limit 5
  • Make good: 5 cure moderate wounds potions

Creation Materials: Anything used to brew potions or for alchemy
  • Herbs Ingredients for others to use.
  • Roots Ingredients for others to use.
  • Berries Ingredients for others to use.
  • Fats Ingredients for others to use.




History

Parents: Both dead
Siblings: All dead
Childhood:
About one in ten half-orcs can pass for human, he could not. Left out in the woods and the wilds, he was taken up by a tribe of halfling plains-riders who thought him to be a curiosity. He grew in the tribe and grew some more, easily keeping pace with the 8 meal metabolism of the others and foraging for his own when extra hungry. His phenomenal strength lent him a place in the tribe, but his simpler than most mind meant he had no desires for chiefdom.

One day, the plains-riders came upon a Gnoll tribe and their overconfidence was their doom. It was a glorious battle and now the halflings ride across the black plains as stars in the sky, but Lob was not one of those. He awoke some days later with a great gash across his forehead but alive all the same. He burned his people as they were to do and wandered on his own, breaking from the circuit of his people to see the rest of the realm.

He came into sight of an adventuring party low on their luck and he brought them a whole elk that even the ranger hadn't been able to take down (to which the bard joked that he was the new animal companion for the ranger's lost wolf). They began to keep him like a pet and gave him his new name from the skull scar which he found good as his old name died with his people.

Adulthood:
The new family took him from woods to still water swamp where they sought out a black dragon and its treasure. The brackish trees were too thick to fly but not to climb as he made his way by branches when the dragon attacked. First it cunningly weakened the party with many animals of the swamp before striking. The party was doing well until the wizard was bitten by a snake and down for the count so Lob took the staff and swung it like a club across the dragons face.

The reverberation of the shattered staff loosing all of its stored energy was enough to end the fight as the beast collapsed. But, when it came time to divide the treasures, the in-fighting broke the party in two with Lob merely claiming a trophy of the dragon as his reward. The party split up in town after all was said and sold, enough for some to retire.

Special Moments:
* Mating with a battlerager, it left scars in ways he didn't know that could happen
* He has, questionably, gotten past his barbaric brute and taken up the ranger's path. He might be a Feralen, but still a ranger all the same.

Current Events:
The city was no place for Lob and so he had one of the fighters help him get his bone made into a serviceable weapon before he left with the groups Healer who chose to go on a pilgrimage to renew her faith and could use his strength. After a few temples, he pilgrimage has been made to pause with this new sickness rising. Since Lob is 'ever so good at finding things', the healer asked lob to help the children while she stays at this village to tend to the sick.

He gathered together with the rest of the ten who had sworn to the sick by finding rare ingredients for the cure. Their first act was to defend the village from raiders then take the attack to them in their camp, that nights celebration was interrupted by a black knight upon a hellhound. He took the hounds skin to add to his armor and a potion to enhance his club.

Leaving town they came upon a strange fog that scattered them to the winds where he found himself in an eyebite cavern. He slew one and took the body with him as he tracked his way back to the returning remainders of the group to find many had never made it back. The ten were now merely five as they made there way to the largest of port towns where they managed to barter and trade for the remaining items at robbery prices, but the children came first before their own rewards and only three returned back to the village as heroes for the children.

With the children saved, Lob traveled to look for some more like him, more orcs. Little did he know what fate has in store for him.



Relations

⚜ High Ranking * ☯ Neutral * ☮ Friends * ♥ Crush * ⚤ Significant Other * ☠ Enemy

You may work out several predone relations as NPCs you control. Limit one high ranking character, minimal of one sworn enemy - all npcs are limited to base information and items within the Rp. Relations can be worked out between player character before start of Rp if you wish and added to during the Rp


  • ☮ Sana Rawn: Alpha, she was the leader of finding the children and he was the only one who could have found her when scattered by the fog. She lost her mate and went in search of him.
  • ♥ Elizabeth Victoria Johnson (Shela): They mated, she left. He misses her.
  • ♥ Vaeri Dryearurdrenn: Beta and Shaman, they didn't mate, he misses her too.
  • ☮ Drizzak the Mighty: Little me! Small like me, green like me, fight like me.
  • ☠ Sunder: A Flind chieftess of a gnoll tribe and the last one Lob left (unknowingly) alive when he went berserk on their village. She has been tracking him for some time now for her revenge.




Extras

Character Quote: Lob. Lob smell. Smell Good.
Theme Song:


Aura Color: Dull green with streaks of gold like a tigers eye.
Scent: Dead meat, fresh manure, stench of sweat
Anything Else:
Special Hindrances:
Reduced Movement: A Brute has a base movement rate of 12.
Language Limit: A Brute can't know more than a single language.
Limited Magic: A Brute will not use magical items that require command words or concentration for their use. He can use magical potions, clothing and weapons.
[/hider]
Hidden 9 yrs ago 9 yrs ago Post by knighthawk
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Hidden 9 yrs ago Post by Lady Absinthia
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@knighthawk Knight, tag me when you're done fully so I can review it.

Everyone else, I will be posting tomorrow and we'll be slipping back into a posting schedule as it were now that Christmas has come and gone.
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@knighthawk Knight, tag me when you're done fully so I can review it.

Everyone else, I will be posting tomorrow and we'll be slipping back into a posting schedule as it were now that Christmas has come and gone.


Working on it, just having to chew through both CS as they come to me.
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I'll be back and ready to post more regularly again tomorrow. Hope everyone's having happy holidays!
Hidden 9 yrs ago 9 yrs ago Post by Lady Absinthia
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@Pundii @Sigil @Luminosity @Experiment 249 @lostdreamer @Garth @Symphoni @Mag Lev

Okay, some have been through this before, others have not. Now that we are fully going we have a chat. Discuss the Rp with others or anything else. See you there.

~Use your forum name so we know who you are~

us19.chatzy.com/71784860614104#0
Hidden 9 yrs ago Post by Sigil
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So, umm.... yah, after reading the IC, I'm putting this out there:

Keystone's chi infused arseblast has taken on proportions not intended at time of creation. This was supposed to be, to quote the Bard, "...full of sound and fury, signifying nothing." Something to break the ice and give a little insight on my style of writing and my character's odd proclivities. A bit of flavor text to separate Keystone from the standard "Huge Guy That Hits Things" type.

Now that the musings of the other players on the matter have been made canon by the approval, and later incorporation of NPC/environmental reactions by the GM, this is out of my hands. This is out there, to be dealt in the IC, without possibility of ignoring it and carrying on.

To put it simply, I cannot un-fart it.

I am left with perilously few options. It must be dealt with, obviously, so Keystone will have to do just that. But for the future? This gaseous expulsion created a shockwave, destroyed things, and let loose "The Kraken", which according to our benevolent GM is a smell capable of inspiring a human stampede and force people who failed their saving throws to vomit uncontrollably. From one floor away.

This seems impossible without the use of magic. So, does this mean that Keystone now has access to the arcane arts, of a sort?



Keystone's Arseblast
Range: 0 Components: S, M
Duration: 1d4 days/level Casting Time: 1
Area of Effect: Yes Saving Throw: 1/2

When cast, this produces the same effects as a Shout, Gust of Wind, and Stinking Cloud spells at listed parameters, above. If within the vicinity of an open flame, it does damage comparable to a Fireball at listed Area of Effect in a cone shape, starting at point of origin. Save vs Breath Weapon for half damage. Somatic component is the dropping of trou and flexing of abdominal muscles. Material component is Roughage. Lots of roughage.



Or, conversely, does this signal the beginnings of his more mystical Monk abilities coming to the forefront? That being the case, is this a technique he can teach others?

Now, I'm going to address this issue IC, with tact and civility (kinda), but if Keystone has this ability now we're going to have to establish some definitive rules. I welcome suggestions, and just for now, will be keeping his new power set aside for appropriate situations.

Like Diplomacy checks. Or coitus.
Hidden 9 yrs ago Post by Lady Absinthia
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I'll put it simply - You said you released the Kraken - So going off that, one does not simply release the Kraken and not expect some massive level of devastation to be left in its wake. You opened the door, as the Gm I just took it and ran with it. (Or from it, which ever way you wish to look at it.)

On a personal note, I know your "Kraken" release irl, and it has sent me running and gagging from half a room away. So.... :p I'm just going off personal experience my dear Sigil. Granted this isn't as horrific a response as say Yondar Sex Rocks concert in Subtly Inc, or that frog wanting to "make ribbit" with your svirfneblin, or even Obygns entry to "the house" but hey I work with what I've got.

As far as Keystones Arseblast goes, go talk to the monks, trust me.
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Oh and had you been the gm and I the one that released the Kraken you know damn good and well you would have had it cause a blast out the side of the same tavern and I would have went spilling out of the tub from a hole in the second story Cleveland style!

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