Makara IC

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Re: Makara IC

Post  Paper Shadow on Wed Mar 07, 2018 2:02 pm

While hearing the voice, she looks down with a tiny hint of irritation. "Steam, your scarf is whispering Undercommon to me."
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Re: Makara IC

Post  quietkal on Wed Mar 07, 2018 4:16 pm

Surprised, Steam makes an “Mmh!” before swallowing her current mouthful. She scoots toward Ketha with a “Neat! Lemme hear!,” before leaning up on the Dragonborn, attempting to get an ear as near the scarf as possible to hear what’s going on. If the scarf decides to go quiet, she stays there for a bit; either until a couple of minutes pass, the scarf talks, or Ketha gets fed up and pushes her away.
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Re: Makara IC

Post  Ramsus on Wed Mar 07, 2018 4:24 pm

The scarf actually pulls itself away from Steam's face and says, "Excuse me!" in a sort of shocked/appalled way. Then it follows this up by saying to Ketha, "Apologies milady. I did not expect speakers of the common tongue down here. We are still in the Underdark are we not? Oh my. My apologies once again milady. I am a Squire Scarf, at your service to maintain your belongings and keep them tidy." There's notable extra emphasis there and one end of the scarf is sort of pointed at Steam while keeping its distance from her in a way that makes it seem like its opinion of Steam is not aligned with tidyness.
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Re: Makara IC

Post  Paper Shadow on Thu Mar 08, 2018 9:48 pm

"How?"
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Re: Makara IC

Post  Ramsus on Thu Mar 08, 2018 9:51 pm

The scarf doesn't reply verbally and instead just starts gently moving itself over parts of Ketha's armor. Wiping away a smudge here and a scratch there and even somehow bending back in to place a part that had gotten a bit bent in from a hard blow.
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Re: Makara IC

Post  quietkal on Thu Mar 08, 2018 11:11 pm

When the scarf recoils from her Steam similarly recoils from it, surprised by its motion. On the intonation that she’s less than tidy, she sort of absently dabs at her mouth with a napkin before, and without cutting her gaze away from the scarf reaches down and takes another fairly large bite of her meal.
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Re: Makara IC

Post  Paper Shadow on Sat Mar 10, 2018 11:23 pm

Ketha watches the scarf carefully, and asks "So you are not cursed? Do you have a name besides Squire Scarf?"
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Re: Makara IC

Post  Ramsus on Sun Mar 11, 2018 1:34 am

At being asked if it's cursed it makes a clearly offended sound, something like "Mmmf!"
"You may call me whatever you like milady, as is the custom." the Squire Scarf replies.
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Re: Makara IC

Post  Paper Shadow on Sun Mar 11, 2018 8:24 pm

"Hmm. I'll consider this." Ketha answers before taking a bite out of some bread...
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Re: Makara IC

Post  quietkal on Mon Mar 12, 2018 4:09 pm

Steam makes a point to work towards a decent buzz, eager to take the edge off. Throughout the meal she attempts to converse with Ketha, taking the majority of the burden of conversation upon herself, and sharing about things like how the food and atmosphere of this tavern compares to some of the ones in Anvil.
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Re: Makara IC

Post  Dr Blight on Thu Mar 22, 2018 8:59 pm

"Hmm. For the most part it'd be that I grew up around books and stories. Of far off places, of great heroes, or important events. I always liked to hear those stories growing up, and always felt so smart when I got a chance to share what I learned." She says with a chuckle as they eat. "I guess I like being listened to? Be it with a captivating song or a bit of wisdom or occasional theatrics. I like being... not the center of attention exactly but ...influential I suppose?"

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Re: Makara IC

Post  quietkal on Fri Mar 23, 2018 3:45 pm

Parveth nods slightly in understanding, taking small bites and sips as they chat. She pats with a napkin before resuming talking. "Understandable. Was your home not of very much interest then, if you spent much of your time learning of other places and times?"
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Re: Makara IC

Post  Dr Blight on Thu Mar 29, 2018 2:24 am

"I wouldn't say it wasn't of interest, it was a beautiful place in my opinion. It's more that it was... small? It wouldn't be terribly difficult to explore the whole island with a little time and the resources I had. In my mind, if my home was so beautiful despite knowing it to be so comparatively small, the rest of the world must surely have even more interesting and beautiful things to see!" She gestures a little with the fork as she talks before using it to take a few more bites. "And what about you? I've heard Steam's side of things somewhat but what was your opinion of your home? Why did you choose to leave it?"

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Re: Makara IC

Post  quietkal on Thu Mar 29, 2018 12:28 pm

Parveth pauses, about to take a sip of wine, and sets the glass down. "Lf'ern, one of three sisters, is my birthplace. It is truly blessed by Corellon and Sehanine; the land beautiful and the life strong. I do not know if I could say that is my home though; ever since I learned of the Xiloscient's ancestry in the cursed city above us, I felt called towards it." She shifts slightly in her seat and leans a little heavier on the table. "My family left its name here at the Fall, as many were forced to. I left Lf'ern for Anvil, where a party might be more reasonably assembled to cross the jungle and brave the ruins." She takes a sip of wine and frowns slightly.
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Re: Makara IC

Post  Dr Blight on Thu Apr 12, 2018 10:16 pm

"You want to understand where you come from then? Not the place itself exactly but...the root of your family I suppose?" She nods to herself in understanding. "it's... more or less the opposite of my own reasons but I think I can understand that." She takes a sip of her own wine before continuing. "I realize our circumstances aren't exactly great but... have you by chance had any luck with that so far?"

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Re: Makara IC

Post  quietkal on Fri Apr 13, 2018 12:06 am

Dr Blight wrote:"You want to understand where you come from then? Not the place itself exactly but...the root of your family I suppose?" She nods to herself in understanding. "it's... more or less the opposite of my own reasons but I think I can understand that."
"Root of my family...yes, I suppose that would be rather accurate." Parveth chuckles slightly.
She takes a sip of her own wine before continuing. "I realize our circumstances aren't exactly great but... have you by chance had any luck with that so far?"
Parveth considers for a long moment, before eventually settling on, "...No."
She thinks for another moment, before quickly adding, "I know where it is not, and that is still useful information, but I am as-yet without leads on where the Xiloscient household remains within this place. That place, I suppose, we are sufficiently far away at present to be separate from it. I am not optimistic about our chances of stumbling upon it in our service to the Boar, but after the completion of our duties I should have sufficient time and liberty to locate it. With any luck my family will have their name restored in the next decade." She raises her wine a little in mock toast before taking a sip.
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Re: Makara IC

Post  Ramsus on Fri Apr 13, 2018 3:02 am

The two pairs eventually finish their meals and get back to their rooms. Ketha and Steam arrive back to the hotel earlier than Parveth and Adelinde, but that's fine as it just gives Ketha something to tell them as it gave Steam a head start on identifying the magic items. Which is good since it takes Steam around three hours to finish identifying all of them.


And here's the info for all of them. Please let me know who end up with what and make sure to add the appropriate items to your sheet.

Amber Bracelet of the Morbid Moth:

A thick amber bangle with a moth inside. If you look at it for a bit you notice the moth moves through the bangle very slowly.

1/Day you may cast Feign Death. Followng the casting, the target and all corpses and creatures playing dead within 100 feet are covered in Death's-head hawkmoths that gradually appear over the course of ten minutes. The moths remain until the end of the spell's duration. The moths may grant a circumstance bonus or penalty for purposes related to playing dead.

You hesitate due to a morbid curiosity when fighting the undead and take a -1 penalty to your first attack roll against any undead creatures in a combat.

Amber Bracelet of the Slippery Fish:

A thick amber bangle with a tiny fish inside. If you look at it for a bit you notice the fish moves through the bangle very slowly.

While underwater you have advantage on grappling checks and checks to escape bindings and entanglements. This includes saving throws against spells like Entangle, Ensnaring Strike, Evard's Black Tentacles, and other similar spells and effects.

While wearing the bangle you are convinced you can speak with fish. Only after trying to do so do you realize you cannot. Ten minutes later you resume believing you can speak with fish.

Bone Eater's Bracelet:

A thick bone bangle with jade beads (the pieces of the bangle are attached by the jade so it clacks a bit).

The wearer's teeth are always strong and healthy and any adult teeth they lose grow back within 24 hours.
The wearer gains a bite attack that deals 1d4+Str mod damage. If the wearer already has or gains a bite attack, instead that attack deals +1 damage.

At the start of each day this item gains 1d4 charges. It can hold 8 charges. It starts with 0 charges.

6 Charges: The wearer may reroll any d20 they just rolled with disadvantage.

The wearer gains the Flaw: My favorite food is the bone marrow of undead creatures.

Bracelet of Undersea Diplomacy:

A medium thickness bangle of pink coral studded with amethyst.

The wearer can breathe underwater. If the wearer lacks a swimming speed, they have a swimming speed of 25 feet. If the wearer already has a swimming speed, it increases by 5 feet.

The wearer does not have disadvantage with ranged weapons in underwater combat.

The wearer has disadvantage on attack rolls against aquatic humanoids and similar creatures, such as merfolk, merrow, and kuo-toa. These creatures also have advantage on attack rolls  against the wearer.

In addition, the wearer has +2 to Persuasion and Insight checks when dealing with such creatures.

Checkered Cloak of Jumping:

A white and black cashmere cloak in a checkered pattern.

The wearer is always under the effects of the Jump spell.

The wearer cannot cast the Hex spell or use other features with Hex in the name.
The wearer is also immune to those spells and features.

Cloak of the Luckless Crow:

A cloak made of crow feathers

+1 to Stealth and Sleight of Hand checks

1 Charge: As a bonus action, cast Bane (DC 15). The spell lasts for its full duration without need of concentration. When you do so, you also cast Bane on yourself.

The cloak can hold three charges, it starts with one charge. A charge is gained when the wearer rolls a natural 1 on an attack roll, saving throw, initiative check, or skill check.

Anyone who has worn the cloak in the last 24 hours has disadvantage on luck based checks, such as most types of games of chance.

When involved in warfare, the wearer may summon 8 swarms of crows (swarm of ravens stats) once per day.

Cobalt Chair of Comfort:

A cobalt figurine of a chair with cobalt blue swirls painted on

This figurine can change from it's 1 inch size to any size up to what would be required to comfortably seat a large creature.

Despite being made of metal, the chair is the definition of comfort and any creature seated in it must pass a DC 10 Wisdom save to get up from it or remain seated until the start of their next turn.

While in the chair, you can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

The chair will not tolerate more than one creature sitting (or standing) on it at a time. Any creatures past the first that attempt to find purchase on it are knocked prone in an adjacent space.

If a creature takes a long rest in the chair, they may elect to spend a single hit die to regain hit points equal to the following depending on the hit die size:
1d12: 8
1d10: 7
1d8: 6
1d6: 5

Egg of Spell Incubation:

A large egg covered in flower petals and beetle wings

1/Day you may either spend a spell slot for the egg to hold or cast a spell from the egg of a level equal to the spell slot it is holding. It cannot hold spell slots of 6+. If you cast a spell from the egg this way, it produces a random spell (you still choose any choices for the spell such as targets). The spell may also be altered to have something to do with eggs, flowers, beetles, or the color blue.

You may command the top of the egg to open or close and use it to store liquids like a waterskin. Any liquid stored inside becomes carbonated after 1 hour. Water also gains a floral flavor and becomes blue.

Morte Mask:

A bone dia de los muertes style domino mask, black with white features.

The wearer appears to be a ghost to incorporeal creatures. How they respond to this varies, though it can mean being ignored or being treated as a low priority foe in combat.

Necklace of Monstrous Love:

A gold necklace with a hollow heart

You must pass a DC 14 Charisma saving throw to attempt to harm any Monstrocity or Ooze that has not already harmed you. If you fail you cannot take actions that would cause them harm until the start of your next turn. You may attempt this save once every turn. Once you pass you can harm that creature without needing to make a save until the next day. You get a +1 to this save if a Monstrocity or Ooze has harmed one of your allies in the last ten minutes. On a natural 1, you spend your action and any remaining movement attempting to gently hug the creature you would have attempted to harm.

Your romantic overtures have an unsettling nature to them. When you make a Deception or Persuasion check to attempt to seduce someone, you also make an Intimidation check.

You may viably mate with Monstrocities and Oozes.

You gain the Flaw: I’m a sucker for a pretty face.

You gain the Flaw: Most people scream and run when they see a monster or ooze. I stop to admire it.

This item cannot be removed from the wearer without a Remove Curse spell cast on them.

1/Week you may summon a random Monstrocity of CR equal to 1/2 your character level (max CR 5) as if you had cast Conjure Elemental.

1/Week you may summon a total CR of random Oozes equal to 1/2 your character level (max CR total of 4) as if you had cast Conjure Elemental.

Purse of Two Places:

A brown leather purse with a vaguely U shape with a diamond shape branded on it and a square branded inside of the diamond brand.

By rotating the diamond and square brand so that the diamond becomes the inner square and the square becomes the outer diamond you may shift the contents of the purse into a pocket dimension with the exact same dimensions as the interior of the purse. This effectively makes it so that there are two purses that swap place with each other. Items in the purse should be noted with which of the two they're in.

Rotating the brands takes an action. You may attempt to draw an item from the purse as part of this action, but you must make a DC 11 Intelligence save. If you fail you are paralyzed until the start of your next turn as the magic protects you from accidentally sending your hand into the pocket dimension.

If you apply 500gp worth of diamond dust to the diamond brand, you may rotate the brands and attempt to draw an item as part of another action. This effect only applies to the person who applied the diamond dust.

If you apply 500gp worth of diamond dust to the square brand, you do not have to make the Intelligence save. This effect only applies to the person who applied the diamond dust.

If you send a living creature to the pocket dimension and it dies (likely due to a lack of air), when you next shift the contents of the purse an undead creature (type at DM's discretion) that is hostile to you will emerge and attack you.

Red Fox Riding Hood:

Fox fur cloak with the hood being the fox's head (complete with the teeth, though the eyes have been replaced with glass eyes)

+5 movement speed
+1 Initiative

1 Charge: Transform into a red fox for 1 hour as an action. An action to attempt to change back before the duration is up requires a DC 15 Charisma save. On a failure, you do not change back until the end of the duration +4d10 minutes. Only holds 1 charge. At the start of each day roll a d6. On a 6 gain 1 charge.

Lyncanthropes are attracted to your scent from far away and you feel compelled to slay any you see, even if that means fighting to the death.

Wolves and Worgs are always hostile to you.

Foxes are initially friendly to you when you first meet.

Cannot be used by any creature infected with lycanthropy.

Ring of Blooming Refraction:

A glass ring with a rose shaped "gem" that's also glass and part of the ring.

Whenever the wearer takes radiant damage, they must make a DC 10 Dexterity check or be Blinded until the start of their next turn.

The wearer may cast the Dancing Lights cantrip and it lasts its full duration without concentration.

The wearer may cast the following spells using the appropriate spell slots. Caster uses the highest of their Intelligence, Wisdom, or Charisma modifiers for spellcasting DCs and attack bonuses for these spells. The origin of the spells is the rose on the ring.

Raybomb
1st-level evocation
Casting Time: 1 action
Range: 30 feet (20 foot line)
Components: V, S
Duration: Instantaneous
You fire a ray of light than swiftly slices in a line and causes a fiery eruption to burst forth from the ground. You make a ranged spell attack against each creature in a 5 feet long and 20 feet wide line within range. On a hit, the target takes 1d6 radiant damage.
Then each creature in the line and 10 feet above the line must succeed on a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and falls prone. On a successful save, the creature takes half as much damage and doesn’t fall prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st.

Maser Eye
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: None
Duration: Instantaneous
You fire two rays of energy from your eyes at a target within range. Make a ranged spell attack for each beam. On a hit, the target takes 3d6 fire, force, or necrotic damage. Both beams must be of a different type of damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Matra Magic
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create eight brilliant missiles of magical force that are each fired at a randomly determined enemy creature within range. The missiles can hit one target or several. Make a ranged spell attack for each missile. The target takes 2d8+1 force damage on a hit, or half damage on a miss.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create two additional missiles for each slot level above 3rd.

Homing Laser
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: None
Duration: Instantaneous
You create six rays of brilliant energy. Each ray hits a creature of your choice that you are aware of within range, as long as the ray can travel a path to the target that doesn’t require passing through an obstacle that would provide total cover. A ray deals 3d4 radiant damage to its target. The rays all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates one more ray for each slot level above 4th.

Ring of Branded Runes:

A brass ring with various runes etched in black on it.

The wearer has resistance to magical blundgeoning, piercing, and slashing damage. When the wearer takes magical blundgeoning, piercing, or slashing damage they also take 1d8 fire damage as a small rune like one of those on the ring is branded into their flesh.

Squire Scarf:

A burgundy cashmere scarf with an orange spiraled line running down it making the appearance of diagonal stripes.

This sentient magic item's purpose in life is to properly maintain the equipment of its master.

It can speak Common and Undercommon and can see and hear up to 10 feet.

Items in the possession of the Squire Scarf's master, as long as it is being worn, are maintained as if a skilled squire were maintaining or mending them. In addition, those items made of wood will not warp or rot and those of metal will never rust.

A ritual can be done with a bottle of Red Faerie Wine worth 100gp or more and the ritual casting of Unseen Servant to grant the Squire Scarf more ability to move and thus aid with drawing and stowing of items.

Venom's Piercing Gleam:

A brass figurine of a snake wrapped around and through a larger snake skull

A minor artifact, a holy item of Zehir.

Venom's Piercing Gleam has the following effects on everything within 500 feet:
-Undead and Fiends in the area lose immunity and resistance to poison damage and lose immunity to the poisoned condition.
-Any creature in the area that kills a snake or any creature that kills a snake in the area becomes poisoned for the next 24 hours, even if they are normally immune to the poisoned condition.
-Creatures in the area that do some other kind of action that would anger Zehir may suffer other various kinds of consequences. Killing Yuan-ti is specifically not on the list of actions that would provoke a response.
-Snake-like creatures, celestials, fiends, divine magic users, and priests of Zehir can sense the artifact's power while within its area.

Snake-like creatures that touch Venom's Piercing Gleam have their poison effects' DCs increase by 1 and deal an additional 1d6 poison damage for 1 year. If they lack an attack that deals poison damage, one natural attack they have or a new unarmed bite attack they gain has a DC 10 save for 1d6 poison damage.

Snake-like creatures are drawn to this artifact.
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Re: Makara IC

Post  Dr Blight on Sat Apr 14, 2018 12:45 am

Adelinde greets Ketha and Steam when she returns. Taking a moment to listen to Ketha explain Steams findings on the items. Curious about the somewhat suspicious nature of the rune ring she takes a moment to change clothes from her dress, taking the chance to store some of her new clothes in the purse , then sits down in the corner with her ritual book and the ring and casts Comprehend Languages and tries to read the runes.

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Re: Makara IC

Post  Ramsus on Sat Apr 14, 2018 12:48 am

Trying to read the runes once more..... Adelinde still can't read them. They must not be properly language of any kind. Maybe just some ancient warding runes or some such.
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Re: Makara IC

Post  quietkal on Sat Apr 14, 2018 1:29 am

Parveth changes out of the dress and back into her armor when she and Adelinde return. She politely thanks the tiefling for the meal, that it has been some time since she has had a conversation the did not largely consist of Steam.
Steam, after identifying the egg, shoves a second-level spell slot into it to start incubating. If you need a specific spell, let’s shove Suggestion in there.

After Adelinde's anti-climactic revelation, Steam sort of buddies up to her and grinning looks over to Parveth, who is at current doing her investigation on the "very cursed" fox cloak. "So, Parveth. If you're wearing that, I'm pretty sure you could turn into a fox. Would you wanna...would you wanna try it out?" Steam grins deviously.

"Not especially. You said it regains the ability to transform oneself slowly.

Steam pouts a little. "Pleeeeeeease?"
Steam Persuasion: 23 = (18) +5
Parveth Nodunwanna: 21 = (1) +20
Parveth examines the cloak for a long moment, before saying with a sigh, "Fine." She wraps the cloak around herself, pulls the hood over her head and...just sort of stands there. "Is there a word that causes the," and suddenly her form just hunches over, arms transforming into paws as they hit the floor, and as quickly it had begun the transformation finishes. A small red fox looks up at the group, its cost lustrous and its white belly fluff looking very soft, and gives a single “Bhah.”


Last edited by quietkal on Sat Apr 14, 2018 10:43 am; edited 1 time in total
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Re: Makara IC

Post  Dr Blight on Sat Apr 14, 2018 2:49 am

Adelinde immediately lashes out, reacting so quickly one might suspect this was her plan all along, bringing Parveth in towards herself and Steam for a cuddling. Stroking her fur and tail with a look of pure bliss on her face. For a moment, perhaps out of some instinctive use of magic or just another part of her devious plot, the corner of the room she's sitting in becomes softer and full of fluffy pastel clouds with bubbles and twinkling stars drifting gently in an intangible breeze.
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Re: Makara IC

Post  quietkal on Sat Apr 14, 2018 9:21 am

Parveth identifies Adelinde’s intentions just a little too late and only manages a single step before being handedly lifted off the ground. The fox whines a little but doesn’t actively struggle to free herself from the two. She casts a ‘please help me’ look over to Ketha.

Steam joins in on the cuddles, doing a lot of baby talking things like “Awww, you’re so cute! Look at these soft little paws!”
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Re: Makara IC

Post  Paper Shadow on Sun Apr 15, 2018 1:03 pm

As the dragonborn lack of facial expressions prevent Ketha from replying with her own look of 'you knew this would happen and yet you still did it', she steps forward. "Ease off you two. Parveth might have the mind of a fox now and try to flee. I don't want to chase a panicked fox thoughtout the Underdark."
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Re: Makara IC

Post  quietkal on Sun Apr 15, 2018 7:51 pm

Steam backs off a little, but continues scritching the fluff ball.
Fox-Parveth whine-growls something in response to Ketha. Her intentions are unclear. (She fails the Cha save to return to form early.)

Later, she reveals that she was not particularly into being handled like that, but in the future if they are invested in cuddling her she will allow it provided they restrain themselves and don't pick her up.
Once everyone's bid goodnight and readied themselves for sleep, Parveth settles on top of her bed with the extremely dry A Treatise on Elvish Nature and reads for about two hours before drifting off. If Adelinde is interested in sitting up for a bit and also reading, Parveth offers her the Tale of Autumn, which seems somewhat more fantastical tale which might be more her alley.
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Re: Makara IC

Post  Ramsus on Wed Apr 18, 2018 8:37 pm

And so all but Steam (who promptly falls asleep) go to bed and read for a bit.
Parveth finds her book very dry... and she didn't even get past the introductory piece about the author and the perspective he's coming from.
Ketha finds the book about the Dueregar's first encounter with the Drow a bit difficult to read in the beginning. It references parts of Dueregar culture without explanation as if the reader should just know what these things are. What she gets is that for whatever reason they were traveling away from an old space and out exploring new tunnels in a new area and were having some difficulties.
Adelinde reads the lent The Tale of Autumn. The opening is the author noting they will not be trying to fill in missing pieces, but merely noting where they occur with occasional speculation on the gist of what is missing. The very start of the book starts with such a note as the author notes that the time and place of the events of the tale are unknown and there has never been much agreement on them, aside from it was clearly some time after the elven people split into multiple kinds and left the Feywild. The first chapter tells about a young elven acolyte of Sehanine named Autumn. It describes some day to day acolyte practices and other activities of Autumn and then leads into a raid by the Drow who captured many of her people including other acolytes and Autumn's whole family. The chapter concludes with Autumn ignoring the advise of the leaders of the community and heading off to try to free her people by herself with nothing more than a longbow, quiver, dagger, and some basic supplies.

Later, more or less around the same time, the group wakes up. Mibis reports to Ketha that the guards guarding their rooms changed out a few times, but they're back to the pair that were escorting the group the previous day. When the members of the group exit their rooms, one of the guards goes off to let Zarethria know you're awake. The other says you all might as well get something to eat before heading over to the council building.

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