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Chapter 14
by Kenken227
So is it sex to the or a rescue?
A weapon in hand.
Sloppy Seconds was never your idea of a turn on but being balls deep in a woman that just seconds ago finished mating with her significant other is hotter than you had anticipated. But still not having a **** wish you utilize your second wind ability before the charm effects can wear off.
Health 25/28
Shegath Hp 21/52
Enemy Wisdom Check Critical Failure
Green suddenly appears above your head as you continue to let Shegath ride your cock, with a dazed look on her face as if she was dreaming. Green pulls a trident into your hand and closes your fist around it.
“Come on boss, we don't have time for that right now, we gotta finish them off before the others come to see what all the commotion was about.”
Clearly he is right so you don't waste a moment before bringing the trident up and standing with her still on your cock, a remarkable feat really given her size. And turning you see that Nala and Justin are still trading blows, the former kicking her front equine hooves at him and the latter just swinging like he was some kind of boxer. You take the new trident and swing at him trying to take him in the back of the legs.
Health 25/28
Justin Hp 17/42 Prone
Enemy Dexterity Save Failed
Justin rolls through his fall coming up on his feet a few feet away facing both you and Nala now, Shegath begins to tremble in your arm as she approaches climax. You can see the flash of pain then fury cross Justin’s face as he realizes what's happening. Before he yells a battle cry and swings rapid fire at you three times taking only a moment in between as if he used an action surge. Seeing him use one of the abilities you have access to you feel obliged to return the favor making two swipes against him using his own weapon. And Nala rears up front hooves flashing, at his charging form.
Health 17/28
Justin Lvl 3 Fighter dead.
Shegath Constitution Save Failed
Status Inflicted ****
Xp Earned 230
Level Up Pending!!!
Fame: (Locked Until Land is Claimed) +?
Ability Score Improvement Pending
Adding a point into Strength and Intelligence sounds like your best bet.
Level 4 Fighter (Rune Knight): Ichabod (Event Special Alpha)
Humanoid, Harpy, Fey, Monster, Royalty Explicit
140/400
Attributes: Strength 16 Dexterity 18 Constitution 14 Intelligence 16 Wisdom 14 Charisma 12
Health: 38 AC: 14 Speed: 35
Skills: Acrobatics +7
Arcana +6
Insight +5
Nature +5
Perception +5
Smithing +6
Feats: Monstrous Appearance – when attempting to use Charisma in a positive way on creatures without the Monster subtype, count it as 4 points lower until the target gets used to you.
Natural Weapons – You are in possession of a set of Natural Weapons. You are immune to Disarm attacks.
Wings – Your Wings allow for flight up to double your movement speed
Fighting Style Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage with that weapon
Second Wind- You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can regain hit points equal to 8+ your current level. Once you use this feature, you must finish a short or long rest before you can use it again
Action Surge- You can push yourself beyond your normal limits for a moment. You can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again
Bonus Proficiencies- You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Carver- You can use magic runes to enhance your gear. You learn two random runes, when you reach certain levels in this class, you learn additional runes. Whenever you finish a rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a rest, and an object can bear only one of your runes at a time.
Runes Known- Fire Rune- This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a rest.
Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have dark vision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and **** the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a rest.
Giant Might- You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a total of 3 times and you regain all expended uses of it when you finish a rest. As you gain levels the total of times you can invoke this ability rises.
Royal Blood- Monsters nearby sometimes answer the call of your royal line 0/10 once bonded to you by a sacred oath they share some of your experience and do more damage in battle.
With Shegath **** and Justin defeated, you start to search for their bags when Tulip comes zipping over all full of energy.
“Friends Ichabod, me founds two bigs a crystalses. They is too heavy for Tulip but Ichabod is strong and can grabs them. Here follow me i takes you to them.” And she zips off a short ways to where the two lovers discarded their clothes and equipment.
Finding both crystals inside as well as some other useful items you just decide to swing both packs up onto your shoulders. And for good measure take the clothes as well. After all it is much harder to track someone down for vengeance when you are stark ass naked.
Now back to Mother Willow or to finish off the party?
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Dungeon Building For Beginners
Adventures of a First Time Boss
A LitRPG style story where you play as a monster who, thanks to a lucky break, gets the chance to build their own dungeon and become their own boss (Now public. Have fun)
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Updated on Mar 11, 2025
by uberwald
Created on Nov 28, 2019
by DosEsh
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