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Kulan: Knightfall's Heroes of Carnell Game [OOC]
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<blockquote data-quote="Tellerian Hawke" data-source="post: 8276465" data-attributes="member: 6790669"><p>[USER=6776182]@JustinCase[/USER] I don't know how Rob runs it (sentient items are roleplayed by the DM, largely) but generally, an item with Deathwatch can choose whether or not to relay that information to its wielder, dependent of course, upon communication modes available to the item.</p><p></p><p>In one of my campaigns, there is an item that has Deathwatch (it's a minor artifact, an axe imbued with the spirit of a legendary Dwarven cleric, who put his soul into an item of power, rather than suffering death by old age.)</p><p></p><p>The axe usually keeps that info to itself, because it can heal its wielder, and it usually only worries about how low the wielder is on hit points.</p><p></p><p>But on occasion, it has been known to speak out, in vague terms, in pursuit of enemies (undead), e.g., "Keep on 'em lad, his negative spark is starting to fade!" and things like that.</p><p></p><p>I have a lot of fun using the axe to goad the players into combat, lol. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> It's a BLAST <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> . The axe also offers advice sometimes, although always in an insulting tone, like: "Go do this, you won't regret it; nevermind what the pansy Elf thinks. Remember how he didn't want to do X, Y, and Z and you ended up regretting it?" etc. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Tellerian Hawke, post: 8276465, member: 6790669"] [USER=6776182]@JustinCase[/USER] I don't know how Rob runs it (sentient items are roleplayed by the DM, largely) but generally, an item with Deathwatch can choose whether or not to relay that information to its wielder, dependent of course, upon communication modes available to the item. In one of my campaigns, there is an item that has Deathwatch (it's a minor artifact, an axe imbued with the spirit of a legendary Dwarven cleric, who put his soul into an item of power, rather than suffering death by old age.) The axe usually keeps that info to itself, because it can heal its wielder, and it usually only worries about how low the wielder is on hit points. But on occasion, it has been known to speak out, in vague terms, in pursuit of enemies (undead), e.g., "Keep on 'em lad, his negative spark is starting to fade!" and things like that. I have a lot of fun using the axe to goad the players into combat, lol. :p It's a BLAST :) . The axe also offers advice sometimes, although always in an insulting tone, like: "Go do this, you won't regret it; nevermind what the pansy Elf thinks. Remember how he didn't want to do X, Y, and Z and you ended up regretting it?" etc. :p [/QUOTE]
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Kulan: Knightfall's Heroes of Carnell Game [OOC]
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