Author Topic: All things Duran  (Read 6435 times)

Ryuforce

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All things Duran
« on: April 29, 2017, 08:36:09 AM »
Duran Crasin
Dragonborn Paladin

Age: 20
Dragonborn Type: Brass
Height: 6 ft, 5 inches
Weight: 296 lbs
Languages: Common, Dragonic, Dwarvish, and Halfling

Female Duran:




Male Duran:



Backstory

Born within a temple of Aircame, Duran's parents were worshipers of the faith. While shocked to find their child so misformed and born a Dragonborn, they choose to leave it to the temple to take care of their child. Only a few weeks old when the decision was reached but it would be the last time he had laid eyes on them.

Still the temple at the least gave the child a better chance then most would. Raising Duran up as both a worshiper but also an acolyte for their ceremonies. It wasn't necessary a hard life but it wasn't much of one either as few things were there to do for the dragonborn whom was told never to leave the temple. All he knew of the world outside those walls was that of rumor and tales talked between the clerics and acoyltes of the temple itself. But one of their tales of a Paladin always caught his interest. when brought up. A hero of Aircame who was not quite like the others. A paladin who went by the name...

Yazgash.

This half-orc, different from other talked about paladins stood against several great and dark forces with utmost courage and steadfast determination. Whether it was against a dragon, gnolls, minotaurs, or even a very Starspawn itself, the rumors he heard told of how she brought the will of Aircame down on their wicked skulls. Few in Duran's eyes felt like they could even match the heroic feats that this Paladin was capable of and as thus inspired him throughout the years.

Studying when he could and between his chores, Duran attempted to learn all he could about the codes of the Paladin that were written in the books. Here and there he would take random advice and for training he saught to learn from the lessons taught to the clerics. The idea of being a Paladin just like Yazgash consumed the mind of the young dragonborn for years as it was possibly the only hobby he could even inspire to do.

On that faithful day, a voice in his head or perhaps a delusion felt like the call to action he needed. Duran with what little he own and the rest borrowed from the temple, (which he intends to pay back) he suddenly set off one night out of the temple. For the first time, seeing the world pass it's temple grounds and walking off into the forest to finally live out his desire to become a Paladin of Aircame's Light. Something he felt he could no longer do while within the confines of the only place he once knew anything about.
« Last Edit: April 15, 2018, 09:26:22 AM by Ryuforce »
Playing as: Duran Crasin - Level 4 Paladin

Ryuforce

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Re: All things Duran
« Reply #1 on: April 29, 2017, 08:37:10 AM »
Unique Equipment

Chainmail Anklet - Wearing this Anklet is the same as wearing a full set of chainmail armor!
Multi Ax - A cool weapon that shifts between one of four forms at the cost of an action per form change. Charm, hand ax, battle ax, and great axe!
Latisha's Tin Box - The metal tin has two compartments, While Duran is thin, one contains a small piece of a freshly baked sweet layered cake {Tiramisu} that when consumed causes Duran to become plump once more. While Duran is plump opening the box reveals the other compartment contains dry journey bread that when consumed, unplumps Duran. The box can only be used once a day.

Prepared Spells

Oath Spells Shield, Protection from Good and Evil
 
Cha Mod + Half Paladin levels. (5)

1st Level Spells - Cure Wounds, Bless, Divine Favor, Shield of Faith, and Heroism

Paladin/Dragonborn Abilities

Oath of the Shield, Dragon Breath, Divine Smite, Divine Health, Lay on Heads, Divine Sense, Shelter of the Faithful, Fighting Style - Dueling,

Paladin Spell List

1st Level List - Bless, Command, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Divine Favor, Heroism, Protection from Evil and Good, Purify Food and Drink, Shield of Faith.



Quick Spell Notes:
Spellcasting Ability = Charisma
Spellcasting Focus = Holy Symbol
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
« Last Edit: April 15, 2018, 09:24:11 AM by Ryuforce »
Playing as: Duran Crasin - Level 4 Paladin

Ryuforce

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Re: All things Duran
« Reply #2 on: April 29, 2017, 08:38:13 AM »
Character Sheet
See ATTACHMENT ON FIRST PAGE for Duran's Character Sheet

Other Equipment
Morningstar +1- 4 lbs
Shield - 6 lbs
Sickle - light - 2 lbs
Priest Pack
Chainmail - 55 lbs
Holy symbol
Prayer Book
Backpack
Blanket
10 Candles
Tinderbox
Alms box
2 blocks incense
5 sticks of incense
censer
2x Vestments
Common Cloths - 3 lbs
belt pouch
Crystal Knob from a door

140 GP
125 SP
326 CP
2x Obsidian Gems (10 GP each)

5 days ration
waterskin

Money in Alms Box
  • 10 GP
« Last Edit: May 13, 2018, 09:40:21 PM by Ryuforce »
Playing as: Duran Crasin - Level 4 Paladin

Ryuforce

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Re: All things Duran
« Reply #3 on: May 15, 2017, 05:06:51 PM »
Oath of the Shield

Tenants:

You are the Shield: You stand between the Darkness and Light. You must bear burdens so that others may be spared.

The Shield before the Sword: If mercy can be granted it should be, if a foe can be redeemed she should be, turning darkness into light is a high calling.

Always show your arms: Speak your mind, speak the truth, and take all consequences for doing so. Your honor is always on display, act to preserve it.

Polish the shield: A broken shield protects no one. You must maintain yourself through rest, healing, and even pleasure.

Oath spells:

3rd: Shield, Protection from evil and good
5th: Hold Person, Mirror Image
9th: Protection from Energy, Counterspell
13th: Stoneskin, Fire Shield
17th: Geas, Hold monster

Channel Divinity:

Challenge of the shield: You can use your Channel Divinity to cause a foe within ten feet you can see to become focused on you.  The creature must pass a Wisdom or Charisma save (it's choice) or become focused on you. If it makes any attack roll against any target but you it suffers disadvantage on those attack rolls. It may repeat this saving throw at the end of each of it's turns. On a success it's focus returns to normal.

Shield of dazzling light: You can use your channel Divinity to wrap an ally in a shield of dazzling lights in a ten foot radius. Your allies suffer no ill effects from standing within the shield, but any opponent who approaches must make a wisdom saving through to enter the area of the shield. On a failed save they must stay outside of the shield and their movement ends. On a successful save they can move inside, but suffer disadvantage on their next attack roll.

Oath Abilities:

Aura of the shield:
Beginning at 7th level you may project an aura of defense. You and friendly creatures within ten feet of you have resistance to damage from spells.
At 18th level the range of this aura increases to 30 feet.

Greater Challenge:
Starting at 15th level you may effect all enemies within 10 feet, or two enemies you can see within 50ft when you use your challenge of the shield. Alternatively you may only effect one target within 10 feet of you without expending your channel divinity. Once a foe has been effected once that foe may not be effected by the challenge of the shield for 24 hours.

Black Shield Champion:
At 20th level you may assume the mantle of the Champion of the Black Shield. Power flows into you and you may feel a divine presence inside you guiding your blade and actions.
Using your action, you become a super heroic champion. For 1 minute you gain the following benefits.
•   At the start of each turn you regain 10 hit points
•   You may cast healing spells with a casting time of one action as a bonus action instead.
•   You automatically know the alignment of any person whom you attack or whom attacks you
•   Enemies within 10 feet of you have disadvantage on saving throws against channel divinity powers or paladin spells you cast.
•   You may take an action to make a cleansing strike. A cleansing strike does no damage to a non-evil target, and has advantage on the attack roll made to an evil target. If this attack reduces an evil target to zero hit points they are cleansed of evil and rendered incapable of their previous evil deeds.

Once you use this feature you may not use it again until you finish a long rest.
« Last Edit: September 03, 2017, 08:49:59 PM by Ryuforce »
Playing as: Duran Crasin - Level 4 Paladin

Ryuforce

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Re: All things Duran
« Reply #4 on: May 15, 2017, 06:05:40 PM »
Duran's Spells and Moves Detail

For the sake of convenience and being easy to look up every spell, move, or tech a Dragonborn Paladin can do. I'll list them all over here. Note. This will not be all the spells Duran can use at any given moment. Just all the possible ones he can pick.

Race Skills

Dragon Breath - (Fire) 5 by 30 ft. Line (Dex Save) (Saving DC: 8+con+prof=12)
Failed: 2d6, Success: Half Damage
The damage is increased to 3d6 at level 6, 4d6 at level 11, and 5d6 at 16th level. After breath weapon is used, can't use it again until Duran completes a short or long rest.

Class/Profession Skills

Divine Sense - As an action and until the end of Duran's next turn. Know the location of any celestial, fiend, or undead within 60 feet of Duran that is not behind total cover. Within the 60 ft also detect any place or object that has been consecrated or desecrated as with the Hallow spell. Can use this feature a number of times equal to 1 + Cha Mod (4 times). Regain all uses after a long rest.
Note: Duran will know the type (celestial, fiend, undead) of creature but not identify details such as Vampire Count Elizabeth Alamosa the Ex Orge.

Lay On Hands -  Duran has a pool of healing power that replenishes when he takes a long rest. That pool can be used to restore HP equal to Paladin Level x 5 (Current: 20). As an action, touch a creature and draw power to heal the creature up to the maximum amount of HP remaining from this pool. Alternatively, spend 5 HP form the pool to cure target creature of one disease or neutralize one poison affecting the creature. Can cure multiple diseases/poisons this way on one use of Lay On Hands by spending 5 HP each on them. Has no effect on Undead or Constructs.

Divine Health - The Divine magic flowing though Duran makes the dragonborn immune to disease

Divine Smite - When Duran hits a creature with a melee weapon attack, Duran can spend a spell slot to deal radiant damage to the target in addition to the weapon's damage. Bonus damage is 2d8 for 1st Level spell slot, Plus 1d8 for each spell level higher than first to max of 5d8. Damage deals 1d8 more if target is undead or fiend.

Fighting Style/Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Shelter Of The Faithful - Duran commands some respect of those that follow Aircame and thus can perform religious ceremonies for Aircame. Duran and his adventuring companions can expect free healing and care at a temple, shrine, or other established presence of his faith BUT must provide material components needed for spells. Those that believe in Aircame will support Duran (and only Duran) at a modest lifestyle.
Duran can be part of a temple and when near it, call upon assistance from the priests there. So long as it's not hazardous and he's in good standing with that temple.

Paladin Spells

Oath Spells List

Blue Oath Spells are currently usable!

Shield
1st-level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell.
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. (Cause screw you, magic missile)

Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Hold Person
2nd-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of it's turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Higher Levels - When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Mirror Image
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll 8 or higher, one duplicate is 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Protection from Energy
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Counterspell
3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell.
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, it's spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Higher level - When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if it's level is less than or equal to the level of the spell slot you used.

Stoneskin
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (Diamond dust worth 100gp, which the spell consumes)
Duration: Concentration up to 1 hour
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage.

Fire Shield
4th-level Evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d6 cold damage from a cold shield.

Geas
5th-level Enchantment
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
Higher Levels (Note: Paladins can not achieve this) - When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When yo ucast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.


Hold Monster
5th-level Enchantment
Casting Time: 1 action
Range: 90 Feet
Components: V, S, M (A small, straight piece of iron)
Duration: Concentration up to 1 minutes
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on the undead. At the end of each of it's turns, the target can make another Wisdom saving thrown. On a success, the spell ends on the target.
Higher level (Note: Paladins can not do this) - When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.



1st Level Spells List

Bless
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Command
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Cure Wounds
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Detect Evil and Good
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Magic
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Poison and Disease
Casting Time: 1 action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Divine Favor
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Heroism
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Protection from Evil and Good
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Purify Food and Drink
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Shield of Faith
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
« Last Edit: March 14, 2018, 10:45:36 PM by Ryuforce »
Playing as: Duran Crasin - Level 4 Paladin

darlingng01

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Re: All things Duran
« Reply #5 on: July 21, 2017, 02:47:43 PM »
GM: Duran focuses on the cleaning that was once done in the temple the simple cleaning cloths that he and other novoices used. She feels weak at the knees and leans onto the table.. Her body folds and falls crumpling in place  as she falls on the table with barely a whisp of sound. She rustles once before the rag sits on the table excited for the messes it will clean. Across the bar the bar maid takes the pink cleaning rag and starts to soak up spilled Ale...

Duran: Duran gasps mentally. A rag? A RAG!? She was going for an outfit to blend in yet here she is as a rag that fell on the table and soaking up all this sweet sweet water. Gods it feels good to get it in her, almost worthy of a moan of pleasure. But just as she thought she can relax, she's picked up by a woman. "Oh no." Duran thought. "This could blow my cover and I need to get the rest of that water.. I mean that can blow my cover."

She tried her best to keep calm. To not think or focus to hard, to not speak. Just want to make sure in no way she gives herself a way in such a vulnerable form near this Gnoll. That however doesn't help her when she suddenly feels herself placed on a puddle of ale. As if this strange sudden sensation of pleasure and fulfillment for cleaning washing over her isn't enough. Her head starts to spin and feel suddenly light as she absorbed the alcoholic drink. Almost as if she drank several glasses of it. All to herself.

GM: The bar maid rings out her rag into a bucket and walks around the bar swinging her hips. She presses the rag onto the dirty table where the gnoll is drinking.. The gnoll sniffs the air a few times and grabs the hand the rag flopping in it.. The gnolls claws barely touching the rag as her nostrils flare.

Duran: Such bliss, such pleasure. Being ringed out some how felt like the best sensation of her life as her head continued to spin and twirl about. Everything felt so good and happy until a gnoll's hand slapped down on her.

That's when the fear returned again. But this time it wasn't artificial like the wolf's howl. This time, she feared this. This sensation. She knows she's helpless and the gnoll is right there. Her claws right on the fabric as she seems to be breathing in, hunting. Her fear sobered her up just enough to try not to move. To say anything to even moan a bit from the liquid she's still absorbing. One wrong move, and it could be all over. "Aircame guide me...."

Duran: The rag has been working all day. Her head spinning, her body feeling sensations she isn't use to. It made her think once again back to when she was still male, still at the temple, and still cleaning. Sure it wasn't every day work of course. A lot of work, but not every day. But now that she's being used, now that it feels so good to scrub off every bit of ale, dirt, and food to hit any part of the tables, kegs, glasses, windows, whatever... it just made her wonder. Did those rags feel this? Do objects normally feel this sense of accomplishment? In a way it's humbling. Duran always dreamed big, but the objects around her dreamed small.

Course this was only brief thinking as the world almost always kept going so darn dizzy. All that ale being soaked up quite stuck. She felt off, to say the least and it made the pleasurable nearly orgasmic wringing feel even more amazing when she couldn't think of anything else. It was getting so hard to remind herself she's a paladin and not always a rag. Maybe it's the illusion of grandeur that keeps her from fully slipping into this row. Not that she had a choice as she did her job well and felt so very good at doing so.

The day was ending and by the sound of what seems to be Gavin, it's now safe to go get them. However a sense of dread fills the air when she realized Gavin assumed they hid in the back and now don't know where they are. Duran slightly panics, her head still dizzy, spinning as she tries to get a grasp of where she was. Dirty, wet, hanging on a bucket. She didn't even know she was pink. To make it all the more worse, they make it sound like this could be permanent if they aren't found. The palarag tries to stay calm. Not wanting to panic as there is still time, even as it gets darker. Maybe if she focuses enough she could do something to get their attention... Maybe try to focus on radiant thoughts or being brave or...

...Then she started to laugh. A laugh likely not heard by anyone as something hilarious hits her train of thought and crashes her focus apart. She couldn't stop laughing, it was too funny in her head what is making her giggle. It's likely not noticeable, not picked up-able in anyway unless the rag can move on her own. It's just too damn funny to her though.

« Last Edit: July 21, 2017, 07:34:02 PM by darlingng01 »
4/4 d8 healing dice remaining.
Spell Slots 4/4 L1 ,3/3 L2, 3/3 cleanings (6 total)
CP:359 SP:254 GP: 12 Azurite, Hematite
Need to update money. -5gp

Ryuforce

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Re: All things Duran
« Reply #6 on: September 03, 2017, 08:24:47 PM »
[Warning. Very Much Not Safe For Work.]


Duran Nightwatch 1 or Never Let a Rookie be Your Guard
GM: The kobolds approach Duran two of them press against him from either side pressing their soft body's up against him.

Duran Crasin: Duran was a bit lost in thought at the moment. Yeah he saw the kobolds coming but he assumed not only they were no threat but they would at best just want to talk. He however just could not expect them to start rubbing up against him, making him look confused. "Um.. uh.. can I. Help you two?" He asked, a bit confused at first but soon he can't help but find himself enjoying the soft forms rubbing up against him.

GM: They smile rubbing their hands against you, "We don't get to see many men.. You can help us feel pleasure before you go.  You can do that for us right?"

Duran Crasin: The dragonborn looks a bit confused at that request before starting to get what they mean. He gasps a bit, his cheeks turning more red then bronze as he tries to grab at their hands to stop the rubbing. His armour all that protects them form a more intimate touch. "Wait.. wha.. um no. I.. never... I'm a dragonkin of a temple..." he tires to protest.

GM: The seem adept at finding those little places the armour doesn't cover.. caressing those places, "We can teach you.. Think of it as bringing aid to the downtrodden.."

Duran Crasin: Duran lets out a surprised gasp as they find a good spot to get a hand in. He pulls the hand out, tyring to argue back. "We both know that's not the case if.. mmn."

GM: As you bend down to grab her hand she lifts her head to kiss you. Her lips are surprisingly soft on yours as she wraps her arms around your head

Duran Crasin: The dragonborn gasps at the sudden kiss. Soft lips upon his own. He wanted to protest, to fight it but he only leaned closer to her when she wrapped those arms of hers around him.

GM: She continues to kiss you her tongue against yours as your arousal starts to make your armour VERY uncomfortable.

Duran Crasin: He moans into the kiss as he felt her tongue against his own. He shook a bit, feeling off in his armour. It felt like a good idea to remove them and once the kiss does end, he'll do just that, working to slowly slip off his gear to feel better.

GM: They help you doff your armour carefully setting it down so it doesn't  clank and make noise. Once it's off one kisses you with the other works of stripping away your clothes.

Duran Crasin: Duran felt better with his armour off but he figured he shouldn't let them make any more moves on him. He does need to watch, does need to focus does... those lips are soon back on him again and he kisses her back, distracted, aroused. It's rather easy to start working his cloths off while he makes out with one kobold.

GM: She teases her feet against yours as she kisses while the other strips you bare. The chamber is warm, or it's their bodies against you.. One of them starts to Rub your manhood with a soft hand, "No one will get past you laying down across the door.."

Duran Crasin: Duran murrs, it felt so nice and warm now that he barely noticed his lack of cloths. as the hand starts to rub at his manhood, it was clear he was fully aroused. Perhaps new to this as only kissing and rubbing got him this far. Either way that suggestion felt and sound so good right now. So he shift his position, moving over to lay against the doorway. With him and the pit. Surely it would be hard to get by him.

GM: As you lie down she smiles and lies down next to you the other looks down, "I wonder.. are you a kinky dragon? All the really straitlaced ones are always kinky..."

Duran Crasin: Duran slips a bit closer to the kobold rubbing against him only to curiously look up at that question. He would deny all sorts of possible kinkiness or what not but instead just gives an honest answer. "I.. don't know. There never was much to do at a temple..."

GM: She smiles and lifts her soft clawed feet, "You were such a good boy there too weren't you?" She sways her hips back and forth.. "You just followed orders cause it made you feel good.."

Duran Crasin: "What.. I never said I.. just follow orders.' he protests but the kobold did guess right when he stares up at that foot, watching her hips start to sway.

GM: She grins and places a single toe against your lips as the other slips a silver ring over your member. The dragon born will find that no matter how close he got, while he wore the ring he would be unable to finish.

Duran Crasin: duran blinks but starts to kiss that toe, soon suckling on it without much hesitation. He began to blush and shiver. Feeling something cool sliding over his cock with no idea what cruel twisted thing it'll do to him. "Mmmn."

GM: She smiles as you start to suck on her toe, "Does this excite you?" Your member is rubbed and she  starts to nuzzle your chest as well.

Duran Crasin: Duran slowly nods, his tongue sliding over that toe as he felt a hand on his shaft and a girl nuzzling into his chest. It was.. quite different then what he is use to yet clearly as he starts to moan lightly, very good.

GM: She grins and lifts her foot, "Then nicely ask if you may lick the rest of it."

Duran Crasin: Duran blushes, he considers protesting at such a command and yet his words come out so much differently when aroused. "May I lick the rest of your foot, Miss."

GM: She smiles, "Yes you may." She lowers her foot to your face.

Duran Crasin: Duran soon smiles and starts to lick that foot. Shivering, gasping at the taste. Why is he even doing this? The dragonborn is not quite sure but it just feels good.

GM: She grins swaying her hips side to side as you lick murring at the sensation of your tongue on her sole looking down at you.. Before she seemed weak... but like this...it's almost like she's captured some of the majesty of the dragon...

Duran Crasin: The dragonborn kept licking and looking up at the rather majestic beauty of the kobold. She oddly looked strong right here with him underneath, licking and watching her hips sway. It felt odd, he knew he was way stronger then her or.. he should be right?

GM: She smiles down at you and presses her sole over your face, "Good boy.. you don't need to hide what makes you feel good with me."

Duran Crasin: He starts to nod, kissing that foot. It's true. Why need to hide. This all feels sooo good. "Mmhmm."

GM: "Good boy.. just let it out.. feel good.." Her voice seems deeper more resonant somehow.. her presence more commanding..

Duran Crasin: "Yes... mmnn let.. it out.." He moans and keeps on licking, nice, slow, almost weak. She felt so powerful right now to him. So beautify and strong.

GM: She smiles, "Tell me what would make you feel truly good.." She switches her feet this one having something small and round stuck between her toes as she presses them to your mouth.

Duran Crasin: Duran starts to blush. "Your feet.. your body... both of your lovely forms." He says, bringing up the other girl as he felt a foot pushed against him. A new one with something around her toes. He curiously starts to lick at it, trying to taste it.

GM: It tastes amazing starting to melt on your tongue. Pleasure surges though your body and the sensation of contact starts to feel so very very good. "No.. Not what you admire... what makes you feel good.."

Duran Crasin: "I.. oh... what o.. mmn you mean. Because this is all feeling so good.." He moans out, his tongue sliding out again to lick once more. Duran shivers as the pleasure surges throughout his body, making the touches, no matter how good spark enjoyment to the needy dragon.

GM: She smiles, "So what brings you the most pleasure is being on the floor, the the foot of the one above you.. Reach into yourself and ell me if anything would make you feel even better."

Duran Crasin: The dragonborn finds himself nodding. That seemed quite right oddly enough. Especially as he gets a good look at the sexy soft sole before him. "I.. well. find staring at pretty things.. going... back and forth also feeling so good." He says, looking unsure how to describe what he is referring to.

GM: She smiles and rocks her hips back and forth slowly, "Like this?"

Duran Crasin: He nods slowly watching. "Yeah. Like that. It's... pretty nice to watch."

GM: She smiles continuing her sway, "keep telling me how good it makes you feel.. tell me everything you feel as you keep feeling it..."

Duran Crasin: He nods and continues to watch the sway, licking slowly. "It.. feels.. I duno.. hot? To just sit here, watching you sway, focusing onto it and only the swaying hips. So... pretty to watch on such a lovely woman."

GM: She smiles at you turning around and swaying her hips, "Feels hot huh.. does it feel like your thoughts are melting from that heat.. leavening your head empty.."

Duran Crasin: He watches her turn away, moving that foot aside for am moment before his eyes watch that swaying hip and rear. Duran staring off, finding it hard to focus. "Yeah... that's it.. thoughts feel like... drifting.. wait... yeah leaving.. head.'

GM: Her laugh is deeper now than the higher pitched giggle it used to be, "drifting leaving your head empty... ready to be filled.."

Duran Crasin: He starts to slowly nod, listening to that sweet deep laugh. "R...ready.. to.. be filled?"

GM: "Isn't it? ready to be filled with my words.. ready to fulfil my desires?" Her hips continue to slowly sway..

Duran Crasin: Duran nod again, looking quite dazed for the kobold's lovely hips. "Yes...ready to fulfil..."

GM: She backs up swaying those hips, "Ready to feel pleasure and give into your desires."

Duran Crasin: He nods once more, his eyes watching as those hips get closer to him. "Yes Miss. Ready to enjoy and feel pleasure."

GM: She presses her rear back into you and her foot begins to tease your member, "good boy."

Duran Crasin: He lets out a gasp, feeling the sole slight against his shaft while his face presses into that rear. He looks up her back, trying to look up to her as he felt so good, so very submissive right now. "Mmnn."

GM: "I can feel your pleasure... I can feel it pent up.. ready to burst.. but something stops it.." She rubs your member the ring stopping you from coming leaving you on edge unable to finish, "wouldn't you love to finish up?"

Duran Crasin: Duran shudders, he moans. It feels so good and he wants to just cum. And yet his cock only throbs in need, refusing to give in. It's starting to feel a bit agonizing even in his dazed mind. "Yes... I would really love to.. finish..."

GM: mmm.. but.. you would like to see how it feels from the other side.. do girls like us feel so very very good?" She grinds her rear back into your face as she speaks.

Duran Crasin: He shivers as that rear grinds into his face, rubbing back as she pops that question. "That... that sounds mmnn interesting...." He says even in his daze, his cheeks turning a bit red as he rubs that rear. "

GM: She smiles, "give me a kiss and ask me nicely and I'll let you experience it from a whole new perspective."

Duran Crasin: He starts to blush further as he considers it. Maybe it's all the pleasure, maybe it's the need to release. Or maybe a part of him was getting quite curious. Either way he started to kiss her rear without asking what will become of him or how long lasting. Just. "Please Miss, can you allow me to experience the other side too?"

GM: She rubs her foot on your member.. She seems to grow a little smaller even as the room grows significantly warmer. The rubbing against your member continues, but seems to take less and less time to go from base to tip. Suddenly there is a slight tink of a ring on the ground but now you feel her foot pressing into you.. A shudder goes through your body as you can feel the hands of the kobold rubbing your body helping it find it's shape pressing in, and pulling out to expand and contract parts of your form. Then.. a smooth shaft is pressed into...A place you've never had before.. and the orgasm rocks your body stronger than any you've managed before.

Duran Crasin: The dragon, a part of his mind starts to notice something strange. That foot sliding slower and slower, rubbing against him, into him but taking less effort. Then just suddenly it feels like the sound of a ring hit the ground as the foot now slips into him? Something was strange but the pleasure in his dazed mind ripples forth a moan instead of a questioning sound. All as an orgasm hits the dragonborn hard when a smooth  shaft pushing into him. It's a confusing but oh so pleasurable sensation. All from this kobold and whatever strange sexy trick she has pulled.

GM: She stands and smiles turning around and pressing her foot to your lips.. You smell feminine juices on the toes.. sweet and spicy..

Duran Crasin: The dragonborn pants and looks at those toes, shivering at the feminine like scent as the foot is pressed to the lips. Duran doesn't seem to keen on this but does start to lick for the naughty Kobold.

GM: She smiles as the image of the kobold starts to fade.. You look up and see the shade of the woman from the dream. "Thank you for opening the door to sin's palace" Her dark eyed smile is the last thing to fade leaving behind a confused looking kobold that drops unconscious.. and soon unconsciousness takes you as well.

Duran Crasin: Duran starts to blink. His eyes starting to focus as he noticed the kobold chance. Words taunting him. Still a him? Either way before he could say a thing he slipped down next to the kobold. Out of it and having a lot of explaining to do to his....her new changes.
Playing as: Duran Crasin - Level 4 Paladin

Ryuforce

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Duran Dream Dungeon
« Reply #7 on: March 25, 2018, 10:25:53 PM »
Duran's Dream Dungeon

GM: As your mind begins to fade to black a voice whispers in your ear "You want out of here, right?"

Duran: Duran's eyes have closed, her mind drifting off when a voice touches her hear. She can't help respond, even if she directly doesn't know what the question means. Her subconscious seems to. "Yes..."

GM: "Good. Then you can go play with your useless gods and leave this place to those who appreciate it." and then your eyes snap open. Everything feels strange. your back aches from sleeping propped up against a tree. your ass hurts from being jabbed by a rock. Your body feels strange, as upon inspection you're back to how you were when you first entered the ladies domain! You have armor, and your weapon, lacking in that odd pearling, but also a sack. The sack contains two ration bars, a full waterskin, a rope, and a crudely cut crystal attached to a string.

All around you is forest, and the sound of animals in the distance

Duran: Duran's eyes opened and there was shock. The first was realizing he was not where he last was before. As he stood up he looked about. "Red! Naethra! Aerin, Lou, Gwyn.. o..Oric?" He started mid call out to realize his voice has changed and weight covered his body. He looked down, over his form, muscular, armored, and.. male once more. He found the sack and his mace, opening it up to see mostly basic supplies. "Was... was that.. all a dream?" He pondered out loud and confused, looking at the crystal before him. The paladin doesn't remember having this before.

Duran tries to remember when he had got this crystal before. Was it out here, before the temple? He rolls History for 12 (d20)

GM: You recognize the crystal with a bit of thought. there was a dozen of them at the temple, held by the highest members of the temple. It's a homestone. When held in the open palm it will turn to point in the direction of the place the holder considers home, then change colour to show the approximate distance. You had once heard it would take a paladin more than a decade to earn enough to buy one.

Duran: Yet as Duran holds onto it, he started to wonder how he got his hand on one? It's a bit fuzzy but, part of him was a tad homesick. He held it open for a moment to judge the distance and direction of a home. Curiosity wants him to see the temple again. How long as it even been after all? And now, he's a paladin, even if a low class one. His journey was already paying off.

GM: It points off in a seemingly random direction, glowing a light blue colour. If you remember correctly that's less than a day away.

Duran: The paladin smiled upon seeing the light blue color. He's got just enough supplies to get there no problem. With that, he started to march forward, following the homestone's way.

Duran tries to keep moving, running at a pace of that of a light job. Using his practice and training to jump over logs and get pass thick bushes and other annoyances among the path. All while trying his best not to slow down. He wants to get there as quickly as possible after all and no small hole or misplaced rock will slow him down. Using Athletics, the Paladin rolls a 20 (d20+3)

GM: You're only running for a couple minutes before the situation forces you to regret it. you fall face first into the mud as a sharp pain surges through your lower leg and the sound of clattering stones fills the air. Looking back a series of wooden spikes has stabbed into your leg, the triggering of which resulted in a bag of stones falling from a nearby tree. (3 points of damage and knocked prone)

Immediately you hear movement in the nearby woods. whatever set the trap is coming...

Duran: (37 HP left) There was a gasp followed by a scream as pain shot though his leg. This sensation, oh hell it's definably not the pleasure his dream has got him use to. He looks at his leg, pulling them away from the spokes to see how bad he's cut. Not too terribly but with the sound of the stones above him clattering he realized something is up. Standing up he drawn out his mace and held to his shield. But in the back of his mind was wonder on who would leave such a trap so close to a temple? The Paladin knows he's about to find out.

GM: The sound is getting louder, but before you even see what's making it something hits you in the back, knocking you down and knocking the breath out of your lungs. The heavy stone lands on the ground with a thud beside you. (2d6+4 damage = 12 damage and knocked prone)

There's a chittering laughter seemingly from all directions. Including, to your dismay, above you. If you had to guess, it sounds like at least a half dozen creatures are coming for you.

Duran: (25 HP left) Duran fell over again as the stone hit cruelly in the back. Taking wind and blood with it as once more he was face down. He pants, trying to stand. He's surrounded, that much he knew and odds are he won't see most of them if at all. Staying here as they laugh would be foolish. He tried to force himself up again and make a sprint forward to try at least to slip to better grounds before he could get overwhelmed.

Duran tries to keep focus, trying to fight the pain. He rolls constitution for 20! (d20+3)

GM: Another stone hits you, glancing off your shoulder but you push through the pain (4 damage). You see one of the creatures: a small, long eared creature covered in rags and wearing a large beast skull. If you had to guess, some kind of feral goblin. You could try and fight it, but it seems to want to run away now that you're right in front of it.

Duran: (21 HP Left) This would be a good chance to strike but as he felt more pain swell he knew they could still easily overwhelm him. It's cowardice could be his boon as he kept moving forward. He places a hand on his chest as he gasped for air, trying to focus on healing while running from the creatures.. "L..Lay on Hands..."

(if allowed, Lay on Hands for 20 HP)

GM: The healing works, and the goblin flees to the side. another stone hits you in the back, but glances off (5 damage)

Duran: (35 HP Left) Duran gasps, strength returns, thank Aircame! But he's no where near out of the woods in more ways then one and while he can still heal more, he hasn't done a thing yet to win this fight though battle. He kept moving, trying to keep an eye out. The paladin rolls 4 (d20)

GM: Another sharp pain shoots through your leg, and the clatter of stones fills the air. (roll con to avoid falling)

Duran: Duran can only wonder how prepared they were for this attack as he gasps, trying not to fall over with a 22 (d20+3)

GM: You continue moving forward (2 damage), slowly putting distance between yourself and the goblins. No more stones come flying even if you can hear them following you. But the trees are becoming more sparse, and ahead of you stands a large, tree that looks like several trunks have wrapped around one another in a grand upward spiral. the roots are large, with caverns beneath it. you could try and climb it, hide beneath it, or continue moving.

Duran: (33 HP Left) No more stones hit him for now as he feels himself starting to lose the ambushers when he spied the mighty tree before him. Can he keep running forever? Possible but they might catch up with ease given enough time. Hiding under it is possible but he feared sticking out in his armor. His heart raced and while he knew they had ranged weapons, maybe using the higher branches for cover would either help him lose them or at the least make it harder to hit him until he can figure out a new plan. With a deep breathe he puts his mace to his side and grabs onto the tree, trying to use his athletic body to climb up. With a 12 (d20 + 3)

GM: The tree is surprisingly easy to climb, the ridges from the spirals giving plenty of room. You make it to the first layer of branches, and then several more up before the goblins arrive in the clearing around the tree. You can see them from your position, but any movement is likely to give away your position. From a quick count more than a dozen goblins run past, continuing into the woods, while five remain at the base of the tree looking around.

(roll stealth if you want to remain hidden)

Duran, Master Ninja Paladin: Hiding isn't her strong suit. Fair form it but with most of them running pass as the last few looking about she can only pray for a miracle as she tries to stay perfectly still. "Aircame.. please..." She muttered silently with oh...0 (d20-1)

GM: Falling from the tree is a sudden and painful experience. Or one would expect it to be... everything goes dark the instant you hit. the next thing you know you're waking up in the rest area surrounded by your party members.
« Last Edit: March 25, 2018, 10:54:37 PM by Ryuforce »
Playing as: Duran Crasin - Level 4 Paladin