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LittleRaven556

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About LittleRaven556

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    Desperate

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  • My pronouns are..
    he/him

My Kinks

  • I'm into..
    Bathroom Control
    Bedwetting
    Tickling
    Watersports
    Cuddling
    Furry
    Pleasure control

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  1. Ah, okay! Then my bladder count's at 5/10 now.. still.. holding.. fine..! (I doubt whoever posted 10 posts ago can say the same, though.. those are some really big puddles..)
  2. 2, I'd hold it all in and then give my padding a good soaking. Maybe even twice. 1. Have an accident in front of strangers, in public 2. Have an accident in front of your friends, also in public
  3. > "I should do it. It won't be that bad" [100%]
  4. That sounds really cool! I'm not to sure about what version you're running, (i.e. if its d20 D&D), or all the other details, but one possible idea to explain the antagonist's power could be to have him die/get captured, either by losing a fight or a planned surrender (Maybe the antagonist knew he'd lose all along, and is preparing a scheme?) Either way, allow your players to investigate the antagonist's possessions and find the book. Have them make a History/Investigation check (or whatever skill check you deem applicable). If they roll high enough (with a DC of your choice), tell them that the book goes on to detail a series of events that have occurred in the past, are occurring, or have yet to occur. Point out some specific events to boost the book's credibility as a predictor of the future, perhaps events that involve your playerss' characters' backstories (ex. If the book knows specific details of say, the night when their parents disappeared that would only have been observable by a direct witness- stuff the news articles never reported). Have the events tie into your players' stories, the goal being to make the book seem like a credible account of what has happened or is currently happening in your world- so that when the book starts to go into detail about future events, its all the more alarming. Since its the 1960s, have the book detail something either significant to your players or the world setting, say, a detailed account of how one of the party's allies will die or the potential outcome of a historical event (the Cold War, JFK assassination, etc.). Your players don't have to believe the events will occur, but make them significant enough to be world-changing either for themselves or for everything they know about the world. However, before they get too far into the book- the pages begin to turn on their own, turning to the blank page with the marks, as another mark appears and the antagonist escapes (resurrecting, if they were killed), the book vanishing with them. Show, don't tell. Leave your party to figure out what the hell just happened and where the book just went. Have them discover that the antagonists' body disappeared or that they're no longer in their cell, hinting that they now have the book. Establish your setting, your players' place said setting, your villain, his motives and final goals, and improvise the rest. Make it intriuguing, make it fit your villain, fit your world, fit your style. I find that the best advice for running D&D is to first know both yourself and your players, and to build your campaign with them rather than being constantly against them. If you know you might not be able to explain how his power works in order for them to piece it together, or that your players might not get it, maybe that's when you tell them outright/hint at it- try not to spoil the reveal though, and certainly don't railroad/force them into it. Second, remember that you're there to not only enforce the rules, but to enable fun. Establish that the book is the antagonist's source of power somehow, and if your players destroy it, let them have their victory. You can always introduce the next adventure, if there are still unresolved conflicts or potential sources of it in your campaign, again from either character backstories or events. Anyway, I hope this helps and that everything goes great!
  5. I'll vote for having Liz harvest 5-10 Glistwort while inspecting the area for pixies, relieving herself if necessary.
  6. I agree with ola93 on doing an inspect action to find pixies while also doing a quick search to determine what harvestable resources are nearby.
  7. 2, though I'd be sure to have plenty of towels. Omo superpower time! Would you: 1. Have the ability to see the capacity and fullness of your own bladder and other people's bladders 2. Have a large capacity and the ability to transfer the contents of your own bladder into someone else's/from their bladder into your own; or 3. Have the ability to increase or decrease your own bladder size and strength at will, with it never getting worn out or unhealthy. Say, if you wanted to try accidental wetting one day, and do a big hold the next.
  8. 1, definitely. Next choice, would you rather: 1 - Never be able to use a restroom ever again in order to pee, but you are always be able to make it to an alternative (bathtub, shower, a discreet location outdoors), or 2 - Be able to use a restroom normally, but you have a weak bladder and constantly struggle with making it in time.
  9. 2, I'd find it to be quite an empathy-building experience: Ever had an accident in someone else's shoes? (I'll escort myself out) Choice- if you had a small bladder and had to choose, would you: 1. Have an accident whenever you get nervous 2. Have an accident whenever you laugh
  10. > "Oh god but I must. I cannot lose today's competition" [74%] Also, did Nathan's bladder fullness increase?
  11. I second minor shock, and I agree on making some deck changes. How about 3 minor shocks, 2 minor droughts?
  12. That someone being me, I suppose.
  13. Cotradicting indeed.. I guess this post this post now brings me up to 4/10, holding fine. Since it seems to just be us here.. do you want a water, @Zach The Wolf?
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