Fireworks

Gertrude Hawk's page

16 posts. Alias of Edward Sobel.


RSS


ok so I made my character

all the info is in the alias.

plan is probably all barbarian but might level dip into alchemist for the bombs...cause bombs make lots of blood and gore....

eventually I hope to get strength up to 19 or better so she can wield a Butchering Axe.


Still here and ready to smash stuff. can't wait to get my axe back.

ultimate goal is to get an oversized vicious butchering axe


ok I'll kill the orcs then


Gertrude goes to see what goodies they are in possession of, maybe they can contribute the the causer.

in orc:

best to let us see what you have, at least I am gonna spare your lives, which is uncharacteristically nice.


Gertrude takes in the orcs, just lying there. won't be much fun splattering their brains all over the wall. they probably can't even fight back. Boring!

unless they got food stuff, lets just leave 'em here.

after a pause, she has an idea, tells us what ya know of this place, like where ya been and such her tone isn't exactly the most friendly, as she does seem to want to see what color brains they do have.


Alright, best way to see whats what, is to go see, Now any of ya fluffin, finger wigglers got some light come on with me. And I'll try not to smack ya in case things get a little crazy.

Gertrude moves toward the sounds club in hand and ready to give a beat down.

ok goodie, just a word of warning, I have gm's parts of this adventure in the past. I'll try not to metagame.


With club at the ready. Gertrude walks on through, alright, what every is waiting on the other side best be fluffin ready for me!


Gertrude, hearing the possibility of there being an ooze. goes and grabs some of the stuff that was unclaimed. and tosses it into the darkness.

that should answer the question.


Gertrude managed to put on some armor and her clothing. looking about for a weapon that she could use, she settles on a club.

She tests it out by smashing a few things in the room. Yeah, this will work.

she moves to the doorway, come on, we got some killin to do. putting the somewhat large club over her shoulder.

Once the light is on, Gertrude looks back, what an ugly bunch dirty bandages you lot are. oh well, killin's probably more fun with friends.


ok three items: clothing, backpack, blanket

clothing 60%: 1d100 ⇒ 36
backpack 60%: 1d100 ⇒ 33
blanket 60%: 1d100 ⇒ 11

axe 10%: 1d100 ⇒ 28
chain shirt 10%: 1d100 ⇒ 9

looks like I got all my gear and armor but no axe, so will be using a club for now.


a small girl with matted green hair and a wild look in her eye awakens. What the Fluff? she makes an attempt to get free while the skull was talking but unable to.

once the skull finishes, Fluff you! the chains fall to the ground and as soon as she can, (and without modesty at all) goes to the shelves looking for her clothes and weapons. when I get done destroying everything in here, I'm gonna find that Muffin fluffin skull and .... her voice trails off mumbling a slew of orcish obscenities, deciding that what she has to say is probably too messed up even for her.

addressing the others, If I have to work with you, ahh, folk, I suggest ya find what ya can in this pile of stuff so we can get on to killing stuff and finding the fluffin owner of this prison.


Thomdril Merrilin wrote:
Gertrude Hawk wrote:
I think a rogue might be an essential member considering the game concept.
This is exactly what I was thinking. I mainly wanted to get the ok from the DM before doing it. When I originally read the OP for the recruitment rogue is the first thing that jumped out at me.

I am playing a ninja in Rappan Athuk game, and have a pretty rough time getting through some parts, and our group has three trap finders.


dotting in here


I think a rogue might be an essential member considering the game concept.


thanks for the pick


doting in as well