Forgotten Freedom:John(awakened dire keel)

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John[edit]

Please, please, please... give peace a chance... I'm begging you...

As a result of Ketler's experimentation John has the following special abilities:

  • Natural weapons: Adamantine spikes +5 (+10 vs Humanoids)
  • AC 12
  • Hardness 30
  • 50 hp
  • Wis 14, Int 10, Ego 12

Spell Like Abillities

  • At will: Inflict light wounds, inflict light damage, ray of enfeeblement
  • 3/day: Inflict Moderate wounds, Inflict Moderate damage, fireball
  • 1/day: Bigby's Crushing Tactical Nuke


John was created to punish the crew for misdeads and other problems they may have caused. Ketler was asked by Captain Jarlot to make a device that would prevent the crew from getting too boisterous. He'd been reading about the druid olian a bit in one of his college texts that he kept and thought that making the keel sentient would mean it would be more deadly. Ketler got very stoned that night, and created, John, the Dire Keel. John is literally an intelligent, sentient airshp keel with ten-foot long adamintine Humanoid bane spikes coming off him. Thus Keelhauling became a punshment that the crew actually feared. John, on the other hand, was a very nice fellow who just wanted to hug people. He's an all around nice guy who just wishes that someone would wash the blood off of him. Unfortunately, he doesn't have any arms. Unfortunately Jarlot decided that John should be vicious and cruel, and thus was always throwing more idiots down to John. John got depressed and suicidal, and threatened to blow up the ship on account that everyone was evil.

Michael convinced John that he should seek enlghtenment, which saved everyone's hides, but made Keelhauling far, far more horrifying to the crew. No-one wanted to hear the sermons John now gave, and Michael was duely punished (by 24 hour keelhauling for six weeks).

John now hangs out with Cthulu and Hippy Kanatash, one of the Alternate Kanatash released by Volrath.


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