CoS 1/Nibbins

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Divine Gifts

Aranamica

  • Changes: An eye forms and opens somewhere on your body. Ever open but blind.
  • Arachnid Traits:
    • Gain blindsight of 15ft that also extends on any type of nets or ropes.
    • Gain the ability to ignore difficult terrain and immunity to web spells or effects.
    • Spiders will regard you as an ally and not attack you.
  • Innate Spellcasting:
    • Gain the ability to cast Spider Climb and Speak with Animals at will without material components.
    • Gain the ability to twice choose a spell to cast; Web or Gift of Alacrity. This ability recharges after a Long or Short Rest.
  • Arachnomorph: As an action you may change shape into a spider creature of CR1 or lower and a size equal to the spider's size or smaller where you can add 3 hp per Hit Die. You can use this feature once per short or long rest. You can stay in a spider shape for up to two hours before you revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You may use Innate Spellcasting while in spider form. Except for the specifics here, this ability works like the druid's Wild Shape and a druid can use their Wild Shape uses for the Arachnomorph ability or the Arachnomorph shape change to perform a Wild Shape.


Dynameis Arachnis

  • Changes: Three more eyes open up on places on your body, like the first. Two small secondary arms grow out of your torso.
  • Arachnid Traits:
    • Darkvision: You gain the ability to see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. If you already have darkvision, instead the radius is increased by 30 feet.
    • Secondary Arms: You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
    • Proficiencies: Gain proficiency in Perception, Stealth and Athletics. If you already have proficiency in one, gain Expertise instead. If you already have Expertise in one, gain it on one of the other two. If you already have Expertise in all three, gain proficiency in Animal Handling, Insight, Intimidation, Medicine, Nature or Survival instead.
    • Venom Fang: Venom coats your weapons and spells. Once per round when you deal damage, you may roll a d10 extra Poison damage, or 2d10 if you critically hit. The target must succeed on a DC 13 Constitution save or take double the damage and become poisoned until the end of your next turn. If the poison damage is 15 or higher, the poison is paralyzing.
  • Innate Spellcasting:
    • Gain the ability to cast Freedom of Movement once. This ability recharges after a Long Rest.
    • Gain the ability to cast Snare, interchanged with Web or Gift of Alacrity, two uses in total. This ability recharges after a Long or Short Rest.


Nibbins Nimbletwig

  • Forest gnome
  • Village (not too far from Bigwig's fluffle) - North-East of Waterdeep, near Red Larch
  • Was bitten by werewolf as a child and killed several villagers one full-moon night
  • Mages came to cure the cursed ones with Belladonna
  • Elder Fizzlewick "Fizzy" Greenbottle - a thousand-artist - accepted Nibbins as apprentice
    • Tried to heal his mental wounds
  • Six total apprentices of all sorts they specialised in, often with at least a little bit of magic
  • Fizzy often on weeks-months alone travels he doesn't speak much of, but sends letters every week at least
  • Good progress several years
  • One day Mene Ashwoods was just gone. Fizzy was worried. Weeks turned to months.
  • About a year ago Fizzy went out on another trip (maybe to find Mene) but only two letters arrived; no particluar written conclusion, the letters just stopped
  • After a month the troupe of apprentices started investigating
  • After some months they tracked some places he'd been at, a little inconsistent
  • They split up to search different leads, keeping in touch via letters through an administrative advocate in Daggerford Postmaster's Office with the Duchess called Dolkac Kilgrax (a dragonborn)
  • Nibbins had leads in and around the Dragonspear-Daggerford area and got a little involved with the Daggerford troubles, he had some talks of werewolves, but there was lots of monsters mentioned


Others

  • Posy Nibbler
    • Never seen without some kind of food, she quickly got an appropriate nickname. It's not certain who eats more, her or her two squirrels.
  • Kierna Tinkler
    • Found a nice way to mix earthly colors from natural ingredients which makes her the best home decorator in the community. Or so she says.
  • Mene Ashwoods
    • With a panache for knitting and a delightsome dirty blond colour of her hair.
  • Nirbert Clockmort
    • Despite the thick forest canopy which blocks the sun most of the time, he always seems to know what time of day it is.
  • Pieri Dinwiddie
    • Pieri is all about fish. Catching fish, preparing fish, cooking fish, eating fish. Did we mention he likes fish?

Intro till själva kampanjen:

  • In the past few days he heard of an odd couple of outsiders, a half-orc and a rock gnome, looking for werewolves kidnapping children
  • Nibbins decided to track them down to see if they had any leads on either werewolves or the missing illusionist
  • Easily followed their trail into Misty Forest and was within half a day from catching up but had to take shelter for the night
  • Woke up without shoes! A magical darkness enveloped him and within the darkness he was knocked out

With a slight headache softly pounding, you awake from gruesome nightmares of dreadsome faces moving in and out of some mist that almost felt sentient. It takes a few seconds to reorient yourself but you realise you are restrained with a gag over your mouth and a blidfold over your head. You are strapped to a metal frame but you can tell it's not secured. The frame is located at least a little bit above the floor in some cold chamber where the wind makes a moaning sound as it moves through holes somewhere.

As your head clears you suddenly realise the source of what woke you up! It's a deep, throaty chuckle emenating from behind you that fills the hall. The echoing sound makes it clear you are suspended quite high in the air. A quite silent "click" is made behind your head and you start to fall, still tied tightly to the contraption! The sensation in your tummy says you are about to make quite a far drop.