Adventure: Klee Prank
To understand the "prank" aspect, you must first understand Klee’s disciplinary record. According to her profile, Klee has been "confined" by Jean (the Acting Grand Master) more times than any other knight in history. The charges? Fishing with explosives (blast fishing), leveling portions of Stormbearer Mountains, and creating "sunsettia-scented" bombs that caused the Cat's Tail tavern to smell like burning fruit for three weeks.
In the fandom, these aren't seen as crimes; they are seen as pranks.
A Klee Prank Adventure usually involves three core types of pranks: Klee Prank Adventure
A "Klee Prank Adventure" isn't just a single quest; it is a state of mind. It is the 24-hour period following Klee’s release from solitary confinement. During this time, the red-clad arsonist transforms the peaceful city of freedom into a live-action cartoon of shell charges, tripwires, and bewildered knights.
Typically, a Klee prank adventure involves three key phases: To understand the "prank" aspect, you must first
Klee hates solitary confinement. Therefore, the ultimate deterrent during a prank adventure is the threat of "No Dodoco for a week." This is the only known force capable of stopping a mid-jump bomb throw.
If you are writing a fanfic or playing a tabletop D&D campaign based on a Klee Prank Adventure, you must adhere to the unspoken ethics of the character. Klee is not evil; she is chaotic good. Don't:
Do:
Don't: