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#in my dnd campaign my character is a dragon who was raised in the equivalent of Texas and has a string accent
thenocturnekids13 · 3 months
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Ok guys current updates for DND Dragons and Chaos, 1911, and Space the Finale Frontier…. Get ready this one includes the anime high school one shot. (Which I will never ever do again 😂)
Anime one shot
28 stab wounds.
“I’m gonna hit on everyone with a pulse,” (Player). “Ok so you rolled the pervert flaw didn’t you?” (Me). “Yep you heard of bards, Shiro is gonna be 10x worse.” (Player). I sigh heavily “ok just so you know you’re probably gonna die right?” Them looking at me “oh I’m banking on it.”
Mr Grey is the unstable science teacher that also teaches summoning demons 101. His wife Mrs Grey is the PE teacher and the swim coach.
I am actively going to mess with Mr Grey and all the rest of the faculty, except Mrs Grey she’s off limits.
Constitution saving throws for laps around the oval. This caused sooooooo many Nat ones which in my anime equivalent was falling over and knocking them selves out.
Half of the players got detention on the first day. The rest got detention on the second day and triggered a TPK when they said something to Mr Grey about his daughter.
Space the Final Frontier
Players love and hate the new NPC’s introduced.
Love Calypso but hate her son Leo.
“I hope Masie is ready for a new mum.” -Marcel
Jurassic Park music plays in the distance.
“Ok so to keep Masie safe we are going to put her in cryo sleep for the entire time we have to get to this meeting and then if we go to her home planet she is just not going to be allowed to wake up until we destroy everything.” Marcel to Aleena (Alt).
“Masie you need to dress up for dinner” Aleena (Alt) Masie raised by a guy who has never once gone out to dinner with her let alone at a fancy restaurant. “What’s wrong with my explorer outfit?”
The actual betrayal going on in this campaign is hilarious and they are gonna be soooo pissed when it all comes to light.
“Android revolution is coming to a ship near you”
“Tracie loves me.” My player rolling poorly on insight and perception. “Apparently so buddy, apparently so.”
We will protect Maise (Alt) with our life squad expansions its membership with 4 new additions.
Hydra goose is coming, and it’s gonna be hilarious.
Dragons and Chaos
I summon Anubis, him immediately going after finding out about one of his followers being in the temple, “oh I haven’t had a chat to her in ages Imma gonna find her and talk.” Que players freaking out and warning the the other half of the split party.
“Nubie!” Nyx’s response to being told he’s gonna come and talk to her
I spin the statues…. Cue puzzle to open the mummy’s sarcophagus, via activation of said mummy.
“Now remember you can’t take anything without getting permission.” Me to all players and one player has to reconfigure a Tesla coil back together.
Violet the horse is still setting things on fire for fun
Flopsie the nearly getting eaten by a very big fox who she made grumpy.
Having a player have to leave the campaign but has his character immortalised in gold as a statue in the front foyer of the house forever.
“Nibbles lost but not forgotten”
Scooby Doo time with the fire that was not set by Charlie.
“I put out the fire via doing this.” Marcus.
Me “are you sure you want to do that with the results from your experiment from this morning?” Me multiple times in the session.
Floods the entire building…. But as the players said puts out the fire.
There was many more things but to keep it simple and shortish I will have to leave it here 😂
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a-tired-narwhal · 3 years
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Tell me more about your feelings about the details of Caleb's backstory!
Okay listen anon. LISTEN. This is going to be LONG. Did I immediately rewatch/go back through the entire wrap up to take notes? YES I DID. Anon I'm sorry this is so late, I didn't see your ask until after the stream. I hope this finds you (*^3^)/~♡
----
Caleb fucking Widogast. Liam O'Brien always creates/portrays characters that CAPTURE ME. And it is purely the undertow of SUFFERING that I crave.
As a survivor of an abusive childhood, specifically with manipulation, neglect, and physical trauma, and having a controlling abuser in a position of power over you - I was surprised and delighted by Liam's playing of Caleb, and I'm sure that I'm probably not the only one, but Caleb's backstory just had me nodding along. Was not surprised at all by what was revealed about the blumentrio's relationship being trauma-bonding and probably why I'll never be an avid shipper of them. Nothing about Caleb's backstory left me gasping - because it's a relatively common abuse survivor story, except it's in the world of dungeons and dragons with high fantasy and magic and more common place murdering than today in places where most Critters presumably live.
Let's break it down.
Caleb was born as Bren to a less than well off family, who wanted their child to have a better life than them. Bren is a gifted child, and this will immediately put a bullseye's target on a child's back, make no mistake, for abusive persons. Now, I don't know if it's a pretty obvious that parents would trust in a teaching figure to take their child for that child's betterment, because I don't have parents who wish for my betterment ¯\_(ツ)_/¯, but I like to think that Bren's parents handed him off hoping for his brightest future.
Trent is basically the textbook example of a Cult Leader. Beyond the experimentation he did on his students; everything he put the Blumentrio through is how you beat down and brainwash people, especially children/adolescents. Textbook. TEXTBOOK. It was the dnd equivalent of the Hilter Youth. Now my personal experience featured the tool of isolation, so I didn't have two childhood friends to pour myself into and have threesome's with, but that's actually smart of Ickythong, because when you're left alone with your whirling brain for too long, and there's no one to hold over your head - we start thinking those rebellious thoughts, and at some point we decide we have nothing to lose, and we will do ANYTHING to shake that control. No, he left them in that abandoned tower together so they would be forced to bond with each other, as well as allowing them not to die of exposure alone.
Trauma-bonding CAN be a manipulation and used against you. Now. We have three adolescents trying not to freeze to death by being as close as physically possible. For those that don't know; sharing body heat works best skin to skin - ya get naked and THEN you wrap up together to stay insulated. Awkward groping is going to happen, and it's more than likely accidental. But when you add raging hormones to the mix, yo it's not going to stay accidental for very long (that in no way indicates non consent, it can be either way), and the feelings can catch hard when you're young and physical and EVERY HEALTHY RELATIONSHIP YOU HAD HAS BEEN TAKEN FROM YOU, IF YOU EVEN EVER HAD ONE. (I do not know Eadwulf or Astrid's home lives so your guess is as good as mine. We should probably ask Liam)
So you've got horny teenagers, with above average intelligence, being systematically abused... Bam. Trauma-bonded Blumentrio.
BUT HERE'S THE THING. Trauma-bonding can only get you so far. And they are children, actively being raised to NOT HAVE THEIR OWN THOUGHTS AND IDENTITIES. The relationship they built, the romantic and sexual, are based off of a shared hostile environment and survival needs. And when those circumstances are no longer there, the relationship tends to fall apart.
I love that Matt talked about Astrid for a bit, sad we didn't get more on Eadwulf - but Matt didn't really spend a lot of time roleplaying Wulf compared to Astrid, so he'd have more insight into her. I also find it interesting that the Blumentrio took 3 very different, but again SO COMMON, paths in dealing with their abuse. But that's a different rant.
Focus with me now on what Matt said about Astrid. She was actively seeking power throughout the campaign, looking always to climb that ladder to the top, for her own purposes which were not stated, and was willing to do anything, sacrifice anyone, to get that power. Was it a burden to her? Yeah I think so. Did it weigh on her? Again I personally think it did. But she was goal-oriented and she wasn't going to let anything stop her, not even herself, and she hated Trent. Matt implies that all three of the Blumentrio did/do. Astrid, Wulf, and Caleb were wildly different people - I don't think they would have stayed together even if Bren had stayed Bren instead of becoming Caleb.
I know A LOT of people were miffed over how Liam and Matt showed Caleb's and Essek's love for each other; and I am SO glad that Liam touched on this; Essek reminded Caleb too much of Astrid and Eadwulf. Now I know we love to joke that that Redhead Dirt Wizard has a Type (smart, ambitious, vaguely amoral), and believe me I LOVE THE JOKE, but Caleb pumping to brakes on Hot Boi makes THE MOST LOGICAL SENSE AND I WAS SO DELIGHTED WHEN LIAM PLAYED IT THAT WAY. Caleb was still trying to heal himself; WHY THE HELL WOULD HE JUMP INTO A MESS CALLED ESSEK? That's some mf UNHEALTHY, TOXIC romance trope ya got there. People fix themselves, not each other. THAT'S WHY CANON SHADOWGAST IS SO GOOD. THEY ARE WORKING TO IMPROVE THEMSELVES FIRST. THAT'S SO HOT.
Ahem.
So the Blumentrio hangout in Astrid's room to sex and study, in threes and twos (I have weird polyam questions, Liam). Now, I'm foggy on the exact timeframe that was together at Academy > kill your parents > Bren is chucked into the Sanitarium; but it's clear that after the murdering of parents, Bren is tagged as the "weakest link" - maybe he broke because he actually loved his family/had a loving family, maybe the manipulation spell from Ickythong didn't sit on him as well as Astrid and Wulf, maybe boi wasn't made for killing (a lie, the boi is a total killer, you have to be in most dnd campaigns), who knows. But he broke, and Astrid and Wulf handed him over - it would be dangerous for them if they tried too hard to protect him.
Because in that environment, in those circumstances, in that set up; you do what you have to, to survive. You hurt people you love, you hurt people you don't know, you even hurt yourself if it means improving your own odds. It's instinct. It's not your fault. You are doing the best you can with what you have available.
I don't hate Astrid and Eadwulf; I just have more emotional attachment and investment in Caleb, and prefer the color purple on him.
Which is actually a great segue into THE WOMAN AT THE SANITARIUM WHO FREED HIS MIND; Matt Mercer you beautiful man, thank you for giving us a Moonweaver connection, my lil widomauk heart was sent aflutter! So, here's the thing. Places like that, sanitariums, psych wards, etc - if you are not certifiably insane before you go in, you will be eventually. One Flew Over The Cuckoo's Nest is not a fucking joke. But the thought of some forgotten Moonweaver Cleric recognizing Bren's torment and just, poof, dissolving that spell? *Chef's kiss* glorious, wonderful, everything I needed.
Anon, I don't know if this is what you wanted or expected - but here it is, my sincerest apologies 🐳
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vortexofdeduction · 7 years
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Dungeons, Dragons, and Neurodiversity
So it’s not surprising that D&D documentation says nothing in about mental illness. Of course, there’s nothing to stop you from giving your character a mental illness for roleplay reasons (whether that’s to experience mental illness or to show other people what your illness is like. Side note: I say mental illness here since most things I list fall into that category, but technically I mean any kind of neurodiversity). However, I’ve been thinking that it would be really interesting to add some game mechanics for various mental illnesses. Note: these are obviously not Adventurer’s League legal, but feel free to use them in your homebrew games (credit would be nice, especially if you share my rules somewhere else). I included several well-known mental illnesses that I thought would work well in D&D. When I could, I tried to strike a balance between positive and negative features so that nothing is too game-breaking. Feel free to tweak as needed, and please provide feedback if you have suggestions of what to change and/or what to add. Under the cut is a list of mental illnesses and their mechanics, as well as the mechanics of coping mechanisms.
Overall things to consider:
How did your character get their disorder? Some people are just born that way, others are affected by mental illness as the result of physical or psychological trauma. Trauma in the world of DnD could be like trauma in our world (abuse, survivor guilt, etc.), but there is also potential for DnD themed trauma (mind-controlled and forced to harm loved ones, trapped in a dungeon for an excruciatingly long time, etc).
How does the disorder affect their personality? For example, people with anxiety disorders may be more anxious and nervous in general, and people with autism may talk a lot about their special interests.
What are their coping mechanisms? Coping mechanisms can can help temporarily ease the negative effects of mental illness. Players and DMs must discuss what coping mechanisms are appropriate to the character but also keep the game balanced. A few examples of positive coping mechanisms:
Medicine: can be bought from most stores in between campaigns (or any time the character can go to a store). Each disorder has its own medicine that diminishes all effects of your illness (positive and negative-- sorry that’s how medicine works) for a certain amount of time (usually one day) until the next dose is needed. However, it’s quite expensive and working as a freelance adventurer probably means you don’t have insurance to cover it. Also, there may be side effects. To be extra realistic, include a withdrawal mechanism which means you just can’t go on and off medication whenever you feel like it.
Meditation: spend a few minutes calming yourself in order to diminish negative effects of your illness. This cannot be done during combat (kind of hard to meditate when you and your friends are being attacked)
Support from friends: have one or more of your party members make a persuasion or performance check as they attempt to cheer you up. On a natural 1, your symptoms temporarily worsen. On a successful check (DM determines DC), the negative effects of your illness are diminished.
Some coping mechanisms are negative and thus have unpleasant side effects in addition to diminishing the negative effects of your illness. For example:
Self harm: make an attack roll against yourself using a melee weapon and take the damage you roll.
How do they feel about their mental illness? Do they hate it, have they gotten used to it and just come to accept it, do they think it makes them stronger, etc.
Do they have comorbid disorders? The more mental illnesses you add to one character, the more complicated it gets to keep track, so you probably don’t want more than 3. But hey, that’s between you and the DM.
OCD
The character may have one or more types of OCD permanently, and/or they may temporarily gain a type of OCD after certain situations. Suggested situations that may cause a character to have OCD: head trauma (waking up after being unconscious or dead), psychological trauma (e.g., watching a friend die), taking psychic damage. However it happens, the character gets an OCD type from the following list. The character may choose to make a wisdom save to try to resist. The first time it is DC 20. The DC decreases by 5 with each successful save and increases by 5 with each refusal to try to resist. (Players can decide whether their character is more likely to resist or to give in and whether the character knows what will be the effect of trying to resist.) The character no longer has that OCD type after the save DC is 0. If the save DC raises to something practically impossible (e.g., 35), the character may permananently have OCD, or the player may need to work with the DM to determine what can reduce the DC (perhaps look at the Coping Mechanisms section)
OCD types
Second-guessing: for every ability check, the player must make two rolls and take the second roll. This doesn’t apply in cases where the player has advantage or disadvantage.
Cleanliness: each time the character takes damage, they must spend their next turn in combat (or the next 5 minutes out of combat) cleaning themselves. No action, movement, or bonus action may be taken. The character also has advantage on perception or investigation checks related to "dirty" things (dirt, slime, blood, etc.)
Scrupulosity: the character is obsessively concerned with morality. The character switches to lawful alignment (good/neutral/evil stays the same) and must act according to a strict set of moral/religious rules. Clerics, paladins, and any other characters bound to an oath or a deity may become so concerned with upsetting their god or breaking their oath that their abilities related to their god or their oath (e.g., a cleric’s spells) may be less effective
Need to tell: the character has disadvantage on any deception checks and has a chance of blurting out information that should be kept secret.
Repeating: the character is compelled to repeat certain actions (DM determines which actions this affects). For example, the character may cross a bridge, feel like once wasn’t enough, and go back to the other side and cross the bridge again. To determine how many times an action is repeated, roll a die (DM determines which dice type).
Lucky/Unlucky numbers: roll two d20 dice (reroll if the number is 1 or 20). The first number is the lucky number; any ability rolls of this number automatically succeed as long as success is not impossible (e.g., a lucky number would succeed a DC 30 check to unlock a door, but fail at an attempt to pick a lock that cannot be picked). The second number is the unlucky number; any ability rolls of this number automatically fail (treat the roll as a natural 1).
Hypochondria: the DM picks a disease. The character now believes they have this disease. The symptoms are psychosomatic, but they do exist. The disease is not contagious. The disease can be cured by several successful persuasion checks from other party member(s) (follow the same decreasing DC rules as stated earlier for OCD types, but don’t increase the DC at any point) or any spell or potion that can cure a disease.
Counting: every time the character sees something countable (treasure, creatures, etc.), they are compelled to count. This could be time consuming and inconvenient. However, the character is better (faster and more accurate) at counting than someone without this type of OCD.
Autism
Poor social skills: the character's charisma score can be no higher than 5 which means the modifier is -3. Note: this does mean those points can be used for other attributes. The character also has disadvantage on any checks involving reading people (e.g., an insight check to tell if someone is lying)
Special interests: the character gains the equivalent of the ranger features Favored Enemy, Natural Explorer, and Fighting Style. Basically, choose an enemy, a terrain, and a fighting style and you are especially good when dealing with these things. For rangers with autism, the DM and player should work together to figure out appropriate features, either different ranger features or different autism features.
ADHD
Attention deficit: to maintain any sustained action (concentration spells, rituals, etc), the player must make a DC 10 wisdom save each turn of combat (or every few minutes out of combat) or lose focus. For players who can cast concentration spells, this replaces the DC 10 constitution save for concentration checks.
Hyperfocus: 3 times per long rest, the player may choose to take take two actions instead of one during a round of combat. After a short rest, one charge of this ability is regained.
Fidgeting: all that fidgeting around has gained the character a permanent +2 increase to their dexterity score.
Phobia
Fear: the character is afraid of a certain type of enemy (e.g., goblins), object (e.g., traps), type of magic (e.g., necromancy), or fighting style (e.g., archery). Whenever possible, the character will avoid the feared enemy or object or anything/anybody using the feared magic school or fighting style. The character will have disadvantage interacting with (using, attacking, etc.) the subject of their fear.
Knowledge: the character has advantage on any ability checks related to the object of their fear. For example, if the character is trying to identify a creature’s tracks, the DM may make another roll in secret and take the higher roll because the tracks are of the feared enemy.
PTSD
Traumatic memories: the rules for PTSD are similar to Phobia, except that the fear comes from a specific traumatic memory rather than an irrational fear. Also, a character with PTSD may have up to 5 triggers (taken from the categories mentioned in the Phobia section).
Flashback: instead of having disadvantage on interacting with one of their triggers, each time the character interacts with one of their triggers, roll a d4. On a 1 or 2, the character has a flashback. In combat, this takes up their turn. Out of combat, this simply means the action is not performed. Flashbacks cause characters to lose concentration.
Hypervigilance: while conscious, the character cannot be surprised.
Bipolar disorder
Mania: at certain times (DM’s choice, player’s choice, random dice rolls, or predetermined triggers decide when and how long mania occurs. DM decides which of these methods to go by.), the character goes into a manic state. During this state, the character may complete every action twice as fast. This applies to actions in combat, any out of combat actions that take a significant amount of time (e.g., ritual casting), and sleep (better than a trance; no “quiet time” needed, they can get right back to work). The character also has an elevated mood, meaning they have advantage on any saves against psychic damage and/or being charmed. They also have advantage on any saves against attempts to be demoralized (e.g., if an enemy tries to intimidate them). However, they are more reckless and thus have disadvantage on any ability checks involving dexterity or relating to impulse restraint.
Depression: immediately after the mania ends, the character enters a depressive state for the same length of time as the mania was. The low mood means they have disadvantage on any saves against psychic damage and/or being charmed. They also have disadvantage on any saves against attempts to be demoralized (e.g., if an enemy tries to intimidate them). For every turn in combat, first roll a d4. On a 1, the character focuses on past regrets and thus misses their whole turn. Before making an ability check, the character or another party member must motivate the character by making a wisdom save or a persuasion check, respectively. On a failed save/check, the character’s self confidence is too low to carry out the action. The character also needs twice as long to sleep.
Dissociative Identity Disorder
Alters: create several different (but significantly different) character sheets, one for each alter (note: it is helpful to pick 4, 6, or 8 alter. More than that is a lot. If you choose a different number, you may need to make a table in which some alters are represented by more than one number). At time intervals as determined by the DM, roll a die to see which alter surfaces. (Optional rule: instead of choosing at random, have the player and DM discuss ahead of time which alter should surface when.) Use that alter’s character sheet. Apply the xp and loot gained from each session to all alter.
Schizophrenia
Hallucinations: at certain times (DM’s choice, player’s choice, random dice rolls, or predetermined triggers), the character experiences a hallucination. The DM rolls on a random encounter table (can be a regular random encounter table, or a table full of encounters that that specific character is likely to hallucinate). The character believes the hallucination is real and acts accordingly until either the hallucination finishes (after a predetermined amount of time) or the character succeeds on several wisdom checks to determine it is a hallucination (following a decreasing DC mechanism like with OCD).
Delusions: the character is living under one or more false beliefs, or delusions. These delusions have a significant impact on the character’s way of life, despite the fact that they are not true. Any attempts to convince the character that they are delusional will fail. However, the character may sometimes be convinced to act in opposition to their delusions.
Disordered: the character’s thought and speech patterns are often disordered and may be confusing to other people. The character has disadvantage on ability checks relating to attempts to communicate with others (persuasion, intimidation, etc).
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lyladagger · 7 years
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Zelda DnD Night -- Part 1
Okay so. A few close comrades and I started a D&D campaign Saturday and it all basically went down like this:
The campaign takes place in the Legend Of Zelda Verse some point after the events in Twilight Princess. Since we are all new, we wanted to start with something familiar but something that wasn't the beginner's guide story.
A few years after the events of Twilight Princess. Monsters are still roaming the lands in an effort to take over for their fallen master; Ganondorf.  In this version Koriki, Gerudo and Sheikah still exist. To keep in short Gerudo and Sheikah are basically exiled.  If you know Zelda lore the interlopers were a group of powerful people trying to storm the Sacred Realm and steal The Golden Triforce, using their own powerful relic; The Fused Shadow. That group happened to be a corrupt band of Sheikah --Which were banished to the Twilight Realm, and eventually turned into the Twili. The Gerudo were still banished to the deepest parts of the vast Gerudo Desert thanks to Ganondorf. The Koriki are east of Ordon Village in Koriki Forest, untouched by time and protected by their Guardian; The Great Deku Tree.
Well, In our group There is the following: A zora soldier captain, A male gerudo warrior / king, A koriki  folk hero druid, A female gerudo pirate captain / rouge warrior, twin female sheikah warriors (one's a rouge thief and the other's basically a D&D equivalent of a ninja), A dragon (Yes a dragon. He's like Volga), and a half hylian/twili battle mage.
The group is assembled one at a time by a god (not one of the four goddesses) who basically wants to rid Hyrule of the monsters n junk. (He could literally do it himself but he's lazy.)
The god's name is Zion. He's a god of Mischief. He's just doing this partly for entertainment and partly because he does kinda care. Just not enough to lift a finger himself.
He went to collect people he thought would be better suited for this mission, or so his future vision predicts.
They're all basically assholes.
Just one is literally less of an asshole then the rest. If I recall most of the characters are chaotic good or true neutral. I think my zora is the only Neutral good.
The characters get introduced to each other as; Mafodorf (the Gerudo King), Fen (The Zora), Cyro (the dragon), Aron (the half twili), Sinu (the Koriki), Litori (The Gerudo Pirate) Taga and Zatoh (The Sheikahs).
Mafodorf was the first to be introduced. Sat upon his throne and thinking, a strange man walks. The man introduces himself as Zion, and tells the Gerudo King that he is needed in saving Hyrule. Mafodorf was sceptical of this strange man at first, but listened to him as his entrance intrigued him. Zion showed the king his powers, able to make anything happen with the snap of his hand. Anything Mafodorf could ever wish for appeared, gold, women, and the promise of his people being free as they once were. With a little thought, the Gerudo King took him up on his offer, and shook the god’s hand, instantly transported to Lake Hylia.  Zion was gone moments later.
Cryo had just stepped into his castle. A long, forgotten kingdom with what had been left just a crumbling reminder. As he walked in, the dragon noticed a strange man sitting at his throne, twirling an umbrella and lazing until the beast appeared. Cyro snarled at the man, asking who he was and why he was on his bed.. Zion simply turned to the dragon, chuckling at the statement with an amused response --Remarking how the throne was a rather small bed for such a large beast. Intrigued and slightly amused, The dragon listened to the man speak, telling him what he had told Mafodorf, and showing his power. Cyro thought a moment and then agreed and was transported as well, turned into a human form and given clothes. Because he was naked.
Aron was in his potion lab, working on a simple potion when a knock came to his door. Being so focused on his chemicals, his hand shook as he jolted and the room soon filled with smoke. His father, Argon, stepped into the room, stating that the he had a visitor and to go meet with the Queen, Zelda. Unsure of what the princess could possibly want from him, he cleaned himself of soot the best he could and went to meet with her grace. A strange man stood with Zelda, seemingly locked in conversation. Quietly, Aron announced his presence. Queen Zelda greeted him an introduced the strange man as Zion. As the god did before, he asked Aron to come long, it hadn’t taken long for the twili to decide, and he was whisked away with the rest of them and left at Lake Hylia.
Taga toiled away in at a smithery, a job she had taken to earn extra money and get her sister out of prison. A simple disguise keeping her form hidden. Zion appeared before her, stepping out of the fired of the forge. (Making a joke about not wearing his fire-proof underwear.) As before, Zion promised her riches, greatness, and other such things. Taga made her deal, her sister’s criminal history erased and her people removed from exile. She joined the first two at Lake Hylia… and offered to help Cyro get his clothes on.
Litori sat in her chambers, writing maps and setting courses. Her favorite bard --and cousin, at her side and playing away. Zion appears in her chambers, causing Litori to spring into action and command her bard to play her battle theme. Zion assures her he means no harm, but the woman refuses to believe him, simply for being a man. Zion goes against that, turning into a female form to make her more comfortable. Like the other’s, she is intrigued by this stranger and sits down, but does not sheath her sword. There is back and forth between the three, banter and hijinks about the mission. Zion tells her he doesn’t need her, and that his group could go on without her. The pirate stops him, saying she will join under three conditions: Her crew must go with her, and that they are given pardon for all crimes, and that the man die. She thrusted her sword and lopped his head off, only to be disappointed when he picked it up and placed it back on his body. It was agreed. Herself, her crew, and her ship are whisked away to lake Hylia with the rest.
Sinu sat with his friends in Lost Woods, playing his flute while they danced to the music. A few Skullkids he had befriended during his time in the forest. His fairy Hoar --Or ‘Howard’ as he calls him, and his little Ferret sleeping on his lap. All was peaceful until the skullkids suddenly stopped dancing and looked into the forest. Hoar and Sinu looked up curiously. The skullkids disappeared as a strange man stepped out from the brush. The child ever curious, hadn’t moved and simply stared in wonder. Zion introduced himself and did what he had done with the others, making various things appear that might attract the child’s attention. It didn’t take a lot to convince Sinu or his fairy, and they were whisked off to Lake Hylia. Where Litori attempted to catch Zion before he disappeared, but was too late.
Fen was the final one to be found. He was swimming along the castle perimeter, checking on his underlings and making sure everything was fine. As he rounded to reach the next, he was stopped by one of his mean, and ordered to return to the palace at once.
Zion told everyone in the group that “I looked into the future and you were the ones less likely to die.”
They discover that one of the twins (Zatoh) is in prison for a list of crimes and offences and the god basically used this as an excuse to see how well the group works together.
A test.
Then Zion told them where they had to travel to Hyrule (Aron needed to travel BACK to Hyrule). They had been transported to Lake Hylia to greet one another. The trip from Lake Hylia to Castle Town would take them roughly 3 days travel. The group was like "Naw fuck that let's ride the dragon." So the group bribed the dragon with nice armour and we flew all the way to Castle Town. Aron happened to have an invisibility potion and we flew over undetected. Sinu had no idea the dragon was Cyro the whole time and it was great.
As a side note each of the characters were promised something at the end of their journey so most are doing it for gain. Like, the dragon literally is just doing it for the money. Believe it or not the others didn't want fame or glory, most just wanted Monetary gain or to free their people from exile (Which is good.) Well. Mafodorf is king of the Gerudo. He's not corrupt like Ganon. Just a dick. And the two Sheikah are basically just want their people to be forgiven for what the interlopers did.
Okay so the group get to Castle Town (Except Mafodorf because the player had to leave. The excuse for him leaving was like Zion literally just took him without explaining to his people where he went and they left to deal with that.) Aron and Fen decide to go to the Castle and speak with Queen Zelda about letting Zatoh go. The rest of the group try to 'raise' money for bail. (A pirate, a Koriki druid and a sheikah ninja). Group B basically took to stealing shit from passerby. At one point the pirate stages a barfight so she can steal rupees and rum from behind the bar. She gets the bar patrons rowdied up against one of the other patrons giving the bartender a hard time. They were promised 5,000 R to kick that guy out. Then tossed the promised money inbetween them for them to fight over, hopped the bar, threatened the bartender, and stole all of the rupees and one bottle of rum.
Cyro was basically just watching this all unfold and laughing.
Group A got into the castle. Aron is son of a general Warrior mage and thus is allowed free roam of the castle and it's grounds. Fen was allowed in because he was a captain trusted to guard zoran royalty on visit to Castle Town. Thus both were recognized and allowed entrance. They also get audience with Zelda and explain the situation.  Zelda basically tells them she will see what she can do and sends Fen on his way while Aron collects a few things for the journey. WHILE THE BARFIGHT IS GOING ON. Fen hears the ruckus caused by it and runs off to investigate. Once he gets there he finds out the pirate had robbed the tavern and was making off with all it's rupees and a bottle of alcohol. Fen stops her and is all "WHAT ARE YOU DOING TAKE THAT BACK RIGHT NOW!"
The pirate (who mind you is 6 foot tall) and the zora (who is 5'8) are having an intimidation stare down. Fen wins and convinces L (the Pirate) to take ALL of the rupees back to the bar. Through deception Litori manages to convince the bartender that her sick brother (Sinu) needed the money and she's sorry. The bartender gives her HALF OF THE RUPEES SHE STOLE and leaves the bar.
While this is going on, Zatoh is in the dungeon trying to figure out how to escape. She noticed there was a large dog, the size of a mastiff it had the keys around its neck and a nice juicy bone in its teeth. She had attempted to coax the dog closer, trying to bait it with food left over from her meal. The dog, clearly not amused by her, snapped it’s fangs in her direction. It missed, thankfully. Though, that annoyed the rouge quite a bit. Zatoh look the dog straight in the eyes and left out a snarling bark. The dog, finding her bark commanding, whimpered and slunk off to a corner to cower.
After some argument between the pirate and zora, Cryo gets bored and decides "Umma sneak into the Castle". THEN Sinu, and Litori tries but is caught by Fen trying to sneak away behind a potted plant. Litori THEN convinces Fen to take her to the castle too because she was sure that's where Sinu went. Through little effort they were able to get into the Castle.
They run into Aron who's like "how did you guys get in here." and they're like "we were allowed in. But we think the other's snuck in."
WHICH Aron is like "Are you serious??" and runs off to check the holding cells in the dungeon. Fen follows along with some guards and Aron's dad (Argon) because they believe something serious is happening. The rest of the party is in the dungeon literally just hanging out in the shadows with a guard dog.
Aron is the first to get there and only notices Sinu who is basically covering his eyes and standing behind a large mastiff like dog who is cowering. To help Sinu hurryingly try to hide. Zatoh (The prisoner) bends the bars of the cell and basically says "HIDE HIM HERE". She could escape mind you. She could walk out of that cell but she just bends the bars back into place.
The guards and Fen get there without Litori. She didn’t follow and stayed behind in the main room. Argon asks what is going on and Aron is like "I was told that people might have sneaked into the castle." And that sends Argon and the guards on high alert so they go looking for intruders. Those intruders being Cryo, Sinu and Taga -- Zatoh's twin sister.
Aron fails to convince his dad the group isn't dangerous, but Fen succeeds in this so the soldiers settle down and go about their business. His face in his hand while he spoke, but a slight smile to his lips. The group is basically just left in the dungeon by themselves so Cryo and Taga come out of the shadows. Zatoh decides "I wanna hug my sibling!" So she bends the bars, gets out, glomps Taga, and before she gets back into the cell. SHE PUNCHES ARON RIGHT IN THE NADS FOR RATTING THEM OUT.
Enough that he screamed like a bitch and got the guards' attention again and was rushed to the medical wing.
Meanwhile, Litori wandered around the castle’s main room for a while trying to find something to steal, but somehow managed not to find anything of worth. So she heads to the kitchen in hopes of stealing some fancy drinks. An elderly hylian was the only one in the kitchen. She was stirring a pot of what one could assume was pumpkin cheese soup. The pirate attempted to sneak in, only to be caught by said older woman. Her deception unmatched, Litori managed to convince the cook that she was here to fetch Zelda some alcohol. The cook went to fetch a bottle, opening a secured pantry door with all sorts of bells and whistles to keep people from stealing. A good minute went by once all of the locks and sorts were disarmed and a single bottle offered to the thieving pirate. Not the drink she wanted --and even attempting to haggle with the friendly cook, she settled on it. Once she was out of view of the cook, she read the label; The Golden Goddesses, it read. A drink similar to wine, but nothing the pirate had heard of before. Thinking it was just simple wine and nothing more, she chugged the bottle. This drink was much stronger than the pirate had anticipated, and thus, became drunk off her ass.
Returning to the group as they wanted for the pardon and bail for Zatoh. They have small conversations about how this has gone thus far. As the guard arrives, So does a drunken Litori, who proceeds to flirt with the female guard, (rolls a nat 20) and makes the guard blush. The bail is paid, the group leaves the castle. They gather necessary (and unnecessary) supplies.
One of said unnecessary supplies being a bag of catnip. Of which our bard stole from Zatoh.
The group realized that it was getting late and traveling at night was not ideal for anyone, let alone a band of new adventurers. They decided to stay at an inn for the night. (It was Telma’s bar that was converted into a tavern inn for convenience.) The still drunken Litori started a bar fight with a few people that were till there that evening (Which somehow included our bard). The fight ends once Telma and Fen manage to break them up. They seperate into groups for their rooms. Fen, Litori and her bard sleep in one room. Sinu, and the twins share a room, and finally Aron and Cyro. Fen was originally with Aron and Cryo, but the only room with a place for him to soak for the night had been with Litori. So he spent the night sleeping in a bathtub.
The next morning, Fen, the bard and Litori all wake up. Litori now with the worst hangover in her life. They go to get ready for their day by going to the bathroom (Of which they didn’t realize Fen was sleeping in there.) Litori comes in. knocks her bard in the bath with Fen, proceed to puke all over the floor and miss the toilet by a country mile, then leave Fen and the bard trapped in the bathtub surrounded by puke. Fen sitting there confused at what just happened.
The group rally themselves for travel, setting out into the vast field of Hyrule. The group stand at a loss for what to do. Then Zatoh and Taga give them an idea to see their mother, who would know where they should start for their adventure. However, it is a days travel. Aron, who gains back the ability to do so, suggest they can group teleport most of the distance. While hesitant, the group agrees to allow him to try. Of course, never having been there, he can only get them so close. He has to have seen the place to teleport there. The teleportation is successful, however, the adventurers must climb a cliff (Or take a hidden, steep staircase) to get to where their mother is. Everyone --but the twins, struggle but manage to reach the top. Where --hidden within thick brush, is the home of Zatoh and Taga. The quiet still and peace of the lush natural home was disturbed by rustling bushes. A large white wolfos charging out, mouth agape and knocking one of the twins down with its sheer size. Ready for battle; Fen, Aron, Sinu, Litori, and Cyro prepare for Battle. However are paused in confusion as Zatoh is laughing under the mass that is this white wolfos. She was in fact, nuzzling and petting this large beast as it mauled her with affection.
“You keep a wolfos as a pet?! Are you INSANE?!” Aron screamed, keeping a great distance from the wolfos, aptly named Fluffles.
Thus the twins reply with a rolled shoulder and “Yeah. He’s cool.”
The group eventually make it into the twins house. (After a near disastrous meet with the twins’ mother.) They make themselves comfortable and await, not only weapons appropriate for their journey, but information on where to go next. All while Fen is being suffocated and asulted by a wolfos tail --enough that he falls off of the couch arm.
END OF PART ONE.
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