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[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)
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<blockquote data-quote="jbear" data-source="post: 5615672" data-attributes="member: 75065"><p>Kane swallows hard as Aerys unbuckles her armour, staring with open admiration, seemingly completely unaware that he is doing so. His stutter returns worse than ever.</p><p></p><p><span style="color: YellowGreen">"A-ae-ae ... A-ae ... y-ye-yes, a b-b-bath. Y-you n-n-need a b-b-bath."</span></p><p></p><p>Kane turns a quite alarming red that borders on purple as though air had ceased to reach his lungs. He spins on his heels and walks straight back into the webs he was just freed from, covering himself from head to foot with the sticky webs once more. He struggles with them with a complete lack of dignity, completely flustered before breaking free and finding a conveniantly distant place to remain near the group but hidden from Aerys' line of sight, where he waits to get moving.</p><p></p><p>If asked he willingly shares any knowledge he has about what he has seen of the island so far. it takes him a moment to get going, but once he begins flicking his magical coin in the air for a few moments he calms down and the words stutter out at a less frustrating pace.</p><p></p><p>[sblock=OOC] Mewness, that's grand. By proficiencies I guess you mean skills Kane is trained in right? Well, I imagine Arcana is probably covered by our Bard but it's hard to imagine a wizard that isn't trained in arcana. If you think it will benefit the group maybe I could swap Nature fro Dungeoneering or Religion. I like for my characters to be able to climb their own wall, so Athletics has to stay. Endurance ... hmm ... I prefer to keep that as well, to be honest. I may or may not retrain it at lvl 2 depending on how useful it has proved to be or not. So, nature would be the one, if I were to change anything, I think. I'm guessing we have nature well covered having a swarm druid in the group. Alright, good call, let's change nature for religion. [/sblock]</p></blockquote><p></p>
[QUOTE="jbear, post: 5615672, member: 75065"] Kane swallows hard as Aerys unbuckles her armour, staring with open admiration, seemingly completely unaware that he is doing so. His stutter returns worse than ever. [COLOR="YellowGreen"]"A-ae-ae ... A-ae ... y-ye-yes, a b-b-bath. Y-you n-n-need a b-b-bath."[/COLOR] Kane turns a quite alarming red that borders on purple as though air had ceased to reach his lungs. He spins on his heels and walks straight back into the webs he was just freed from, covering himself from head to foot with the sticky webs once more. He struggles with them with a complete lack of dignity, completely flustered before breaking free and finding a conveniantly distant place to remain near the group but hidden from Aerys' line of sight, where he waits to get moving. If asked he willingly shares any knowledge he has about what he has seen of the island so far. it takes him a moment to get going, but once he begins flicking his magical coin in the air for a few moments he calms down and the words stutter out at a less frustrating pace. [sblock=OOC] Mewness, that's grand. By proficiencies I guess you mean skills Kane is trained in right? Well, I imagine Arcana is probably covered by our Bard but it's hard to imagine a wizard that isn't trained in arcana. If you think it will benefit the group maybe I could swap Nature fro Dungeoneering or Religion. I like for my characters to be able to climb their own wall, so Athletics has to stay. Endurance ... hmm ... I prefer to keep that as well, to be honest. I may or may not retrain it at lvl 2 depending on how useful it has proved to be or not. So, nature would be the one, if I were to change anything, I think. I'm guessing we have nature well covered having a swarm druid in the group. Alright, good call, let's change nature for religion. [/sblock] [/QUOTE]
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[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)
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