By The Love of Evening Glory (A 5th Edition D&D Quest)

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When Heaven and Hell came, you fought against them with nothing more then by flinging common items at them. All to protect the forbidden love of a Deva and a Succubus that you had taken in.

You lasted 20 seconds before those forces got bored of you.

But in those 20 seconds, you gained the notice of a
Goddess of Undeath and Love. She plucked your soul before it left your body, and brought it before her. And there, you swore your soul to the Deathless Beauty. In the name of the Love that Transcends Death, you will spread her word, the truth of what it means to be undead, and prepare to save the two you couldn't save before.

Arise from your grave, Undead Warlock of Evening Glory. And let Love be your Guide.

(If you wish to skip straight to the story proper, click here)
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Character Creation: Class

Novus Ordo Mundi

Apparently I Work For Jon Moxley Now
Location
The Usual Room
Pronouns
He/Him
It is well known that magic is a very important part of Dungeons and Dragons. From the Wizard incinerating their enemies (and the rest of the party) with Fireball, while the Cleric can cast Cure Wounds whenever their allies (that they like) are low on life. And due to the number of spell slots you can have, even the worst magic users can have a spell for almost any occasion. Truly, they are the jack of all trades.

However, in this world of epic deeds and explosive magic, you know one spell. And only one spell: Animate Objects.

Due to various means which you will vote on, you managed to learn Animate Object as a cantrip. That means you can have animated brooms whenever and wherever you want. Want floating torches! You got it! Even better, as you make your journey throughout the land, you can improve upon it in ways others never could!

Of course, as stated above, there is the downside of never gaining any spell slots! That's right! No Fireball! No Cure Wounds! Only Monika Animate Objects. But if you're willing to experiment and learn how to min-max your animated objects and the rest of your abilities, you can become a force to be reckoned far and wide!

Or at least, you can have your table get your coffee for you. Laziness for the win?

Either way, dive on in, have a seat. Hell, you can have it come to you.

--

Right, so let's go through Character Creation, shall we? But first, a heads up. To compensate for the fact that some of the classes will be gimped by only being able to cast Animate Object, there will be some things that may work differently to give them an edge or make things more entertaining or logical. Generally speaking, there are no bad options here. Also, you start at Level 3, with a Stat Block of 18/16/12/10/10/8.

Who are you, and how the hell did you end up with the ability to pull off a Disney musical as a cantrip?

[] You are a Forge Cleric. You spend your days as an apprentice of the local Forge-Priest, learning how to make things. Through a series of events that can only come about by divine intervention, you witness your Goddess in her workshop plane. This revelation revealed her secrets of object animation! And accidently broke your master's workshop. So, now you are going throughout the land, attempting to learn your trade and how you can use what is obviously your Deity's blessing. (Quest Name: The Forge-Goddess' Apprentice.)

[] You are a Draconic Bloodline Sorcerer. One of your parents is a literal dragon. The other is a quite magical non-dragon. You were very likely to breathe and crap magic for your birth. So finding out you can cast one spell, and only one spell, was a bit heartbreaking. But your parents loved you all the same, teaching you how to leverage that one spell in multiple ways. Besides, you have the blood of a dragon running through your veins. That counts for something. (Quest Name: When All You Have Is A Dragon-Blooded Hammer...)

[] You are a College of Glamour Bard. Look, when you made a deal with a Fae, you didn't quite expect to be a master of animating items. Granted, the loss of any other magic was a bit of a bummer, but at the very least it wasn't something like ugly looks or your firstborn. And you are literally a one person performance! Think of all the money you can make! And how absolutely glamorous it will be! (Quest Name: [Name], Truly Outragous!)

[] You are an Alchemist Artificer. Admittedly, your magnum opus of potions may have had some - slight - complications when you drank it. Other Artificers kinda look down on your non-magical way. But progress requires experimentation! And now, with some foresight and some actual potions and chemicals that won't hurt you too badly, you're now on the road selling your wares to adventurers and townsfolk! Besides, animating the potions themselves makes for an interesting roadshow! (Quest Name: Doctor [Name's] Travelling Potions!)

[] You are a Transmutation Wizard. For a long time, you were sick. A victim of a plague that targeted magic users the land over. Sure, you're only able to cast one spell, and you can only transmute stuff temporarily. But it beats your own magic turning against you like so many others had. And you've even managed to make a transmuter's stone far earlier than others. But you're more concerned with stopping this plague from spreading… (Quest Name: In The Mana-Sick's Wake)

[] Mystery Box. The only hint to what's in here is the Quest's Name (Quest Name: By The Love of Evening Glory)
 
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Character Sheet - Current
Character Sheet:

Name: Nukilik Aglukkaq
Gender: Female
Undead Race: Bleakborn
Former Race: Human (Variant)
Class: Warlock (Evening Glory)
Background: Outlander

Level: 4
Experience Points: 2800/6500
Hit Dice: 1d8 Per Warlock Level
Hit Points: 39
Armor Class: 12 (10 + Leather Armor + Animal Trophy)

Stats: (+1 to Two Stats, +1 to Con)
Str: 13 (+1) (Human)
Dex: 8 (-1)
Con: 18 (+4) (Human, Resilience)
Int: 10 (+0)
Wis: 10 (+0)
Cha: 19 (+4) (Aura Mastery)

Speed:30 Ft.

Damage Resistances: Cold, Necrotic
Damage Immunities: Fire, Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft,

Proficiencies (Bonus: +2)
Armor: Light
Weapons: Simple, Hunting Traps
Saving Throws: Wisdom, Charisma, Constitution
Skill: History, Intimidation, Athletics, Survival, Animal Handling
Tool: Flute
Languages: Common, Moilian, Celestial, Infernal

Saves:
Strength: +1
Dexterity: -1
Constitution: +6 (Proficiency)
- Advantage on Concentration Checks for Animate Objects
Intelligence: +0
Wisdom: +2 (Proficiency)
Charisma: +6 (Proficiency)


Skills:

Strength (+1)
  • Athletics (+2)(Proficienty)
Dexterity (-1)
  • Acrobatics
  • Sleight of Hand
  • Stealth
Intelligence (0)
  • Arcana
  • History (+2)(Proficienty)
  • Investigation
  • Nature
  • Religion
Wisdom (0)
  • Animal Handling (+2)(Proficienty)
  • Insight
  • Medicine
  • Perception
  • Survival (+2)(Proficienty)
Charisma (+4)
  • Deception
  • Intimidation (+2)(Proficienty)
  • Performance
  • Persuasion


Equipment:
Gold: 10 GP

Combat Related:

Eldritch Lantern - Needed for your Pact of the Beacon
Two Daggers - Melee Slashing Weapons, 1d4 Damage on Hit
Leather Armor - 11 AC
Animal Trophy - A Polar Bear skin that covers your head and back. +1 AC
Hunting Trap (3) - DC 13 Dex Save. Failure deals 1D4 piercing damage and stop moving. DC 13 Strength to break free, failure deals 1 piercing damage

Clothing:


Traveler's Clothing - So you're not naked.
Belt Pouch - Holds your gold

Remains:

Sled Dog Remains - The remains of your sled dogs.
Sled Remains - The remains of your sled.

Feats:

  • Human: Resilient (Constitution): +1 Constitution. You gain proficiency in saving throws using the chosen ability.
  • Level 4: Aura Mastery - +1 Charisma. Auras you or objects you create can choose to ignore any number of people or objects, up to your Charisma modifier.

Background Feature:

  • Wanderer: You have an excellent memory for maps and geography, and can recall the general layout of terrain, settlements, and other features around you. Can scavenge food for yourself and up to five people a day, provided there is anything to scavenge.

Warlock Features:

Otherworldly Patron (Evening Glory): You have struck a bargain with Evening Glory, the Goddess of Undeath, Love, and Desire

  • The Ties That Bind: At first level, you know when any number of people within a 120 foot radius are in love, and who they are in love with, and what kind of love.
  • Love's Embrace: At first level, as an Action, target up to any number of people equal to your Charisma modifier. They gain temporary HP equal to 4 times your level, which lasts until their next Long Rest. If at least two of the targets have a loving relationship, all targets gain AC equal to your Charisma modifier as well. You may only use this feature once per Long Rest.

Pact Boon (Pact of the Beacon): You possess a small lantern, with a glowing ball of energy inside. It acts as a standard lantern at first glance, though anyone making a DC 16 Arcana Check will know what it truly is. You always know where your Beacon is, as long as it remains on the same plane as you. Instead of taking a Move Action, you may lift your beacon high for all to see. Anyone who can see it within a 120 foot radius must make a Wisdom save (DC = 8 + Proficiency + Charisma). Anyone who fails can be moved up to 10 feet in your direction.

Warlock Invocations (Known: 2)

  • Grasp of Hadar (Requires Animate Objects): When an object you've animated deals damage to something, you can move that creature up to 10 feet closer to yourself.
  • Call Them Home (Requires Pact of the Beacon): As an action, you may mark any number of creatures or items within 120 feet, up to your Charisma modifier, with a mark. As a Move action, you may teleport a creature or object a mark to within 5 feet of the Beacon, expending that mark. That creature must be within 5 miles of the Beacon, plus another 5 miles for each Warlock level the caster possess. If they are unwilling, they must make a Wisdom save to resist. (DC: 8 + Proficiency + Charisma Modifier). Also as a Move action, a person with a Mark may expend it to teleport to within 5 feet of the Beacon. Once you use this Invocation, you cannot use it again until you take a long rest.


Undead Features:

Undead State - You do not need to eat, sleep, or breathe. You may still take a Short or Long rest, in which case you are just resting and doing nothing overly taxing. You may still eat if you want.

Create Spawn: A humanoid slain by the Bleakborn rises as a Bleakborn after 1 minute, under your command. You may choose it to be under your control, as a mindless Bleakborn, or as an intelligent Bleakborn. You may only have a number of Bleakborn under your control equal to twice your level. Constructs and other undead are not affected by this feature

Fire Absorption: Whenever you are subjected to fire damage, you take no damage, and instead regain health equal to the fire damage dealt

Heat-Draining Aura: At the start of each of your turns, each creature within 30 feet of you takes Xd6 + X Cold Damage, where X is half your level, rounded up. You regain 5 health for each creature that takes damage by this effect. You may suppress this Aura as an action.

Undead Fortitude: If damage reduces you to 0 or less hit points, make a Constitution save, with a DC of 5 + Damage taken. On a success, you drop to 1 HP instead. Radiant Damage and Critical Hits ignore this.

The Chill of Death: Any attacks you do, or objects that attack under your command, can deal Cold or Necrotic Damage

Special Features:

Mistress of Animation: You may cast Animate Objects at will, as a Cantrip. Every level, you may choose an upgrade to it. You may never learn nor cast any other spell.

Animate Objects (With Upgrades)

Casting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: 2 Minute (Concentration - With Advantage)

Objects come to life at your Command. Choose up to ten non-magical Objects within range that are not being worn or carried. Medium Targets count as two Objects, Large Targets count as four Objects, Huge Targets count as eight Objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 Hit Points.

As a Bonus Action, you can mentally Command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against Hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics

Tiny - HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18

Small - HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14

Medium - HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12

Large - HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10

Huge - HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6

An animated object is a Construct with AC, Hit Points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the Objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has Blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 Hit Points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you Command an object to Attack, it can make a single melee Attack against a creature within 5 feet of it. It makes a slam Attack with an Attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

Upgrades:
Improved AoO - Objects may make an attack of opportunity if a creature is forced to move out of it's range
Improved Concentration - Concentration upgraded to 2 Minutes
Intense Concentration - If you are forced to make a save to keep your concentration on Animate Objects, you gain advantage on that save
Living Pact - Your Beacon may be animated, regardless of it's magicalness. Any ability that requires use of the Beacon may be used by either you or the Beacon, using your stat block.
 
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Character Creation - Race/Background/Undead/Pact
When Heaven and Hell came, you fought against them with nothing more then by flinging common items at them. All to protect the forbidden love of a Deva and a Succubus that you had taken in.

You lasted 20 seconds before those forces got bored of you.

But in those 20 seconds, you gained the notice of a
Goddess of Undeath and Love. She plucked your soul before it left your body, and brought it before her. And there, you swore your soul to the Deathless Beauty. In the name of the Love that Transcends Death, you will spread her word, the truth of what it means to be undead, and prepare to save the two you couldn't save before.

Arise from your grave, Undead Warlock of Evening Glory. And let Love be your Guide.


--

Greetings, Chosen of Evening Glory.

This is the second part of Character Creation. I've hoped to streamline this as easily as possible, while still leaving plenty of options. There is also write ins, in case you are unsatified with anything I've suggested.

Or, since you like to open Mystery Boxes without knowning what's inside, you may take the second Mystery Box. If you take the box, you bypass both this vote and the next. Choose nothing else. It's got some cool and unique stuff, but you leave the choices to me.


[] Open this second Mystery Box (And I'm still waiting, but the pilot light's the only guide to call you home...)

So tell me, who are you?

[] Rurin of Clan Stoutheart, male Mountain Dwarf

[] Anastrianna Siannodel, female Wood Elf

[] Zekka Mott, female Winged Kobold (Modified From XGtE)

[] Richard Hanks, male Variant Human

[] Gilbort Bagends, male Lightfoot Halfling

[] Salzasana, female Yuan-Ti Pureblood

[] Xuxano, male Blue Dragonborn

[] Trixie Sparklegem, female Rock Gnome

[] Someone Else? (Write in Name, Gender, and Race. Subject to QM's veto.


Ah, well I know what to call you other than "Hey, you!" But what did you do in life?

[] You were a librarian of a small town. You could always be found in a book, and enjoyed learning new things. You weren't the best in social situations, and you don't handle idiots well. But you love finding knowledge. But sometimes, that love has gotten you into trouble...

[] You were a shopkeeper. You know how to trade, barter, and get the best deal for your wares. In fact, the only thing you couldn't sell was your honor. And that honor is what makes you a loved merchant. Of course, some people just don't know when to cut a deal...

[] You are a pirate captain. Freedom is what you want, and you find it on the seas. Of course, most pirates would say you're not real pirates. You only raid from the rich and the government, you help the locals, and you've even turned down loot to help people in the past! Never to your face though. This isn't the first time you've found yourself on the ocean floor...

[] You were a con artist. You'd happily sell the rubes a good bottle of green dye and water and call it a potion of invisibility. The only thing that actually disappeared was their coins. You'd told tall tales and showed fake passports to make it big. But love, true love, was always a weakness that you knew would get you killed one day….

[] You were a farmer. It was a simple life. You grow your crops, milk the cows, and gather the eggs. You loved the satisfaction of what you did, and would happily do this, just like your father and grandfather before them. And maybe, when this is all done, you can come back to it…

[] You were a gladiator. You loved the limelight, boasted about yourself every chance you got, and only talked in the third person. And the crowds loved it when you beaned some poor soul with a pot or a rock! And when you save those doomed lovers, it's gonna be in public!

[] Were you someone else? (Give a short paragraph of what you did in life. Subject to QM Veto.

Ah. Well, now you're dead. Well, undead. What did Evening Glory see fit to bring you back as?

Note: You lose anything that would allow you to cast a spell. However, you will get something as a replacement, depending on the situation.


[] A Lich
[] A Vampire
[] A Mummy
[] A Ghost
[] A Ghoul
[] A Banshee
[] Something else? (Subject ot QM Veto)

And finally, when you woke up, what was in your hand?

[] A Weapon (You take the Pact of the Blade. You can make any weapon a Pact Weapon, granting it +1, magical, and able to be summoned and unsummoned whenever you want.)

[] A Book (You take the modified Pact of the Book. Instead of the Book of Shadows, you gain the Book of Eternal Love. You can communicate with anyone's name that they've written inside it, provided love is involved. The Deva and Succubus' name have been written inside already.)

[] A Bell (You take the Pact of the Chain. Evening Glory gives you a familiar to help you. It can act on its own, but will follow your orders. If this wins, a subvote will occur for what that familiar is)

[] A Talisman (You take the Pact of the Talismen, an Unearthed Arcana Pact. Your talismen allows you, or anyone wearing it, a +d4 bonus to any non-proficient skill.)

Remember, this voting, as most of my voting, is in plan format. A name isn't needed, but it may help as short hand.
 
Character Sheet At Start
So, here is your Character Sheet. I'll be honest, you are pretty powerful. However, you are NOT immortal. Your main concern is that you can't heal with Cure Wounds and such, and you straight up die at 0 HP instead of having to make death saves, unless Undead Fortitude procs. Apparently, healing undead in 5th edition is harder then 3.5.

If you have any questions, let me know! There me be a change or two, but once the next update hits everything should be locked in.

Character Sheet:

Name: Nukilik Aglukkaq
Gender: Female
Undead Race: Bleakborn
Former Race: Human (Variant)
Class: Warlock (Evening Glory)
Background: Outlander

Level: 3
Hit Dice: 1d8 Per Warlock Level
Hit Points: 30
Armor Class: 12 (10 + Leather Armor + Animal Trophy)

Stats: (+1 to Two Stats, +1 to Con)
Str: 13 (+1) (Human)
Dex: 8 (-1)
Con: 18 (+4) (Human, Resilience)
Int: 10 (+0)
Wis: 10 (+0)
Cha: 18 (+4)

Speed:30 Ft.

Damage Resistances: Cold, Necrotic
Damage Immunities: Fire, Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft,

Proficiencies (Bonus: +2)
Armor: Light
Weapons: Simple
Saving Throws: Wisdom, Charisma, Constitution
Skill: History, Intimidation, Athletics, Survival, Animal Handling
Tool: Flute
Languages: Common, Moilian, Celestial, Infernal

Saves:
Strength: +1
Dexterity: -1
Constitution: +6 (Proficiency)
- Advantage on Concentration Checks for Animate Objects
Intelligence: +0
Wisdom: +2 (Proficiency)
Charisma: +6 (Proficiency)


Skills:

Strength (+1)
  • Athletics (+2)(Proficienty)
Dexterity (-1)
  • Acrobatics
  • Sleight of Hand
  • Stealth
Intelligence (0)
  • Arcana
  • History (+2)(Proficienty)
  • Investigation
  • Nature
  • Religion
Wisdom (0)
  • Animal Handling (+2)(Proficienty)
  • Insight
  • Medicine
  • Perception
  • Survival (+2)(Proficienty)
Charisma (+4)
  • Deception
  • Intimidation (+2)(Proficienty)
  • Performance
  • Persuasion


Equipment:
Gold: 10 GP
Eldritch Lantern - Needed for your Pact of the Beacon
Leather Armor - 11 AC
Two Daggers - Melee Slashing Weapons, 1d4 Damage on Hit
Sled Dog Remains - The remains of your sled dogs.
Sled Remains - The remains of your sled.
Hunting Trap (3) - DC 13 Dex Save. Failure deals 1D4 piercing damage and stop moving. DC 13 Strength to break free, failure deals 1 piercing damage
Animal Trophy - A Polar Bear skin that covers your head and back. +1 AC
Traveler's Clothing - So you're not naked.
Belt Pouch - Holds your gold


Feats:

  • Human: Resilient (Constitution): +1 Constitution. You gain proficiency in saving throws using the chosen ability.


Background Feature:

  • Wanderer: You have an excellent memory for maps and geography, and can recall the general layout of terrain, settlements, and other features around you. Can scavenge food for yourself and up to five people a day, provided there is anything to scavenge.

Warlock Features:

Otherworldly Patron (Evening Glory): You have struck a bargain with Evening Glory, the Goddess of Undeath, Love, and Desire

  • The Ties That Bind: At first level, you know when any number of people within a 120 foot radius are in love, and who they are in love with, and what kind of love.
  • Love's Embrace: At first level, target up to any number of people equal to your Charisma modifier. They gain temporary HP equal to 4 times your level, which lasts until their next Long Rest. If at least two of the targets have a loving relationship, all targets gain AC equal to your Charisma modifier as well. You may only use this feature once per Long Rest.

Pact Boon (Pact of the Beacon): You possess a small lantern, with a glowing ball of energy inside. It acts as a standard lantern at first glance, though anyone making a DC 16 Arcana Check will know what it truly is. You always know where your Beacon is, as long as it remains on the same plane as you. Instead of taking a Move Action, you may lift your beacon high for all to see. Anyone who can see it within a 120 foot radius must make a Wisdom save (DC = 8 + Proficiency + Charisma). Anyone who fails can be moved up to 10 feet in your direction.

Warlock Invocations (Known: 2)

  • Grasp of Hadar (Requires Animate Objects): When an object you've animated deals damage to something, you can move that creature up to 10 feet closer to yourself.
  • Call Them Home (Requires Pact of the Beacon): As an action, you may mark any number of creatures or items, up to your Charisma modifier, with a mark. As an action, they or you may expend that mark to move to within 5 feet of the Beacon, provided it is on the same plane as them. If they are unwilling, they must make a Wisdom save to resist. (DC: 8 + Proficiency + Charisma Modifier) Once you use this Invocation, you cannot use it again until you take a long rest.


Undead Features:

Create Spawn: A humanoid slain by the Bleakborn rises as a Bleakborn after 1 minute, under your command. You may choose it to be under your control, as a mindless Bleakborn, or as an intelligent Bleakborn. You may only have a number of Bleakborn under your control equal to twice your level. Constructs and other undead are not affected by this feature

Fire Absorption: Whenever you are subjected to fire damage, you take no damage, and instead regain health equal to the fire damage dealt

Heat-Draining Aura: At the start of each of your turns, each creature within 30 feet of you takes Xd6 + X Cold Damage, where X is half your level, rounded up. You regain 5 health for each creature that takes damage by this effect. You may suppress this Aura as an action.

Undead Fortitude: If damage reduces you to 0 or less hit points, make a Constitution save, with a DC of 5 + Damage taken. On a success, you drop to 1 HP instead. Radiant Damage and Critical Hits ignore this.

The Chill of Death: Any attacks you do, or objects that attack under your command, can deal Cold or Necrotic Damage

Special Features:

Mistress of Animation: You may cast Animate Objects at will, as a Cantrip. Every level, you may choose an upgrade to it. You may never learn nor cast any other spell.

Animate Objects (With Upgrades)

Casting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: 2 Minute (Concentration - With Advantage)

Objects come to life at your Command. Choose up to ten non-magical Objects within range that are not being worn or carried. Medium Targets count as two Objects, Large Targets count as four Objects, Huge Targets count as eight Objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 Hit Points.

As a Bonus Action, you can mentally Command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against Hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics

Tiny - HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18

Small - HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14

Medium - HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12

Large - HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10

Huge - HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6

An animated object is a Construct with AC, Hit Points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the Objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has Blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 Hit Points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you Command an object to Attack, it can make a single melee Attack against a creature within 5 feet of it. It makes a slam Attack with an Attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

Upgrades:
Objects may make an attack of opportunity if a creature is forced to move out of it's range
Concentration upgraded to 2 Minutes
It you are forced to make a save to keep your concentration on Animate Objects, you gain advantage
 
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Update 1: Rise, Bleakborn

We chastise thee, Gelathaelle, for consorting with devils. We chastise thee, Gelathaelle, for conduct unbecoming your position. We chastise thee, Gelathaelle...

'Ave a look at 'er go, guv! Still trying to save Miss 'oly Cuddles! Can't even act a proper succubus now, Zelatora? Oh, Ascardo is gonna be so disappointed in you…

*clunk!*

...did that human just throw a lantern at me?

'Oly shit, she did! Lot of proper fight in that 'umie… Oi! Damn it, that almost 'it me!

And weren't thou just praising her for her fighting spirit?

...fuck you. *Clunk* Ow!

I believe that sort of illicit fornication is why we are punishing Gelathaelle and Zelatora right now.

Right, right. You smack 'er for 'er sin or sumthing, I'mma gonna eat the pets.

...Nukilik Agulkkaq, we chastise thee for aiding and abetting in grave sin…

An' for 'itting you with a lantern!

I was getting to that, fiend...


--

You are Nukilik Aglukkaq, a member of the Tinuti tribe.

For the twenty-two years that has made up your life, you and your tribe in the snowy lands of Atosennim. A harsh northern land far away from most civilization, the hardy people learned to live via hunting, gathering, fishing, trapping, and a small bit of magic.

You grew up learning the ways of the tribe, that was the only way the group could survive was a collective. Every hunt and gathering was to be shared. When a member was sick or injured, the others would help as best they could. When one died, they all mourned. When one succeeded, they all rejoiced.

Like your father, you'd learned to be a trapper. You'd go out with your sled dog every day, setting and checking the traps you'd set. If you had caught something, you'd quickly kill it. When you came back, you'd skin the animals, repair anything that had broken, and feed the dogs.

Of course, trapping wasn't the only thing you did. Most members of the tribe had more than one skill. And due to you being unwilling to put up with anyone's foolishness or stupidity, you were generally called upon to deal with those from outside the tribe. Mainly because you were tough, but fair. Though you knew the elders enjoyed watching those will ill intent break under your gaze.

It wasn't the most glamorous life, but it was a life you enjoyed. And you would have been happy to live out the rest of your days doing this.

Well, technically, you did. Because you died.

Your limbs were placed within your own bear traps, keeping you suspended to the tree. The remains of your loyal sled dogs are at your feet. If anyone was to examine your body, they would have recognized the signs of extreme hypothermia, frostbite, and exposure. Of course, they may have been more curious about the parchment nailed above you, written in both Celestial and Infernal.

A warning to all, never to meddle with the affairs of Heaven and Hell.

And in most stories, this would be the end of the matter. You'd be nothing more than an interesting footnote before being forgotten by history. Your tribe, being unable to find you, would have had to move on and mourn. Eventually, a bear or wolf may have eaten your remains, or you'd have been discovered years later.

But this is not the end.

She has determined it to not be so.

--

"You fought for them."

You can't move. Not because of your bonds. They're not here, in this place of twilight. It is because you are frozen. Perfectly preserved in a thin sheet of ice.

"You were willing to defy ancient laws for their love. For each other. For your tribe."

The only thing here, besides you, is the translucent woman directly in front of you. You can see the icy blue eyes staring directly at you. And looking into them, you can see love. Of two newlyweds reciting their vows before everyone. Of an old couple, still holding each other's withered hands after all these years. Of two friends, dozens of adventures behind them and closer then family. Of a mother comforting her sick child, feeding him warm broth.

You see the love of the Tinuti towards each other in her eyes.

And you weep. By the Ancestors, do you weep.

"That alone is enough to grant you a home in Everlasting, should you so want it…" She raises an arm towards you, to wipe your frozen tears away with her hand. You notice that there is a heart-shaped hole in her hand, but it doesn't seem to bother her at all. "But I believe that we have unfinished business on the Material Realm. And if you are willing, you can take on my mantle."

Your body, discolored blue and covered in frost, starts to struggle against the closed traps.

Accept me into your heart, and I will cloak you in Love that the Hells can never burn,

Your mind reawakens, the abduction of the members of your tribe fresh in your mind.

that the Heavens can never condemn,

Your soul flares, as you know what you must do to save Gelathaelle and Zelatora.

and that Death can never take away.

Your eyelids open, revealing only an icy blue glow amidst the sockets.

Do you take me, Evening Glory, as your Goddess, now and forever?

You wrap your fingers around the lantern in your left hand, as it's eerie light shines for all to see.

I Do

The traps open of their own accord, dropping your corpse upon the snow and blood. The parchment above you freezes over, the words sealed away in a block of black ice. A rejection of the sentence placed upon you.

Frozen icicles and pieces of your broken sled lift off the ground, rotating around you like a blizzard of debris and death. You feel their existence. Their readiness to obey your every word. Your command over each and every one of them. To protect, kill, and even die for you.

It is proof enough of your new station.

Then by the power invested in me, I pronounce you my Chosen.

Slowly, unsteadily, you stand. But no longer as a Human. No, you are a Bleakborn. A frozen member of the Undead, able to sap the very heat from all living things.

You are a Warlock, having sworn your soul to another in exchange for the power to save and protect those you care for.

You are Nukilik Aglukkaq, of the Tinuti Tribe....

Rise, and let Love by your guide.

...and it is time to set things right.



---


And how shall you go about that, adventurers?

[] Head towards the nearest town. Though you loathe to leave your tribe, you don't want to risk more of them getting hurt by getting involved. And it would allow you to get started quicker.

[] Towards where your tribe is staying. Even as a Bleakborn, they will not abandon you. You are still Tinuti, You'll just want to make sure they don't freak out at your new Undeadness.

--

QM Notes: Well, we're starting off with a bang! First off, I must thank @wowow2264 for being my beta!

Secondly, If you were wondering what Nukilik looks like, she's is as follows: She is five foot four. She currently has clothing lined with furs, boots and a brown anorak (an Inuit style jacket made from caribou and seals). She also has a polar bear pelt, with the bear head covering her head. Her skin is currently ice-blue, with hair is snow white.

An artist rendition may be soon coming, depending on the availability of personal funds and my persuasion skills (Oh Evening Glory why did I make Charisma my dump stat?)
 
Update 2: Imps, Hell's Jobbers
The Yeahari once called to the tribes of Atosennim. "Reach me, and I will award you my blessing."

Pokreitok, fleet of foot, immediately ran out to get to the Yeahari first to get the best blessings.

He ran past his sister Silatuyok, who called out to him. "Wait for me, brother! We can go together!"

"I do not have time!" Pokreitok yelled, as he continued. "I may miss the blessing!"

Pokreitok kept going, passing an old hunter on his travels. "Young one, why do you go without protection against the cold? I have a jacket you can use."

"No time!" Pokreitok said as he ran past. "I could miss the blessing!"

Still moving on, Pokreitok kept going until he met a fellow traveller, sitting by a fire. "Stay with me, and warm yourself! Continue on tomorrow, for it is dangerous!"

"I dare not!" Pokreitok said. "I will miss the blessing if I do not hurry."

Pokreitok kept going, and that was the last anyone saw of him for three days.

Finally, an old sage on his way to the Yeahari found Pokreitok, face down in the snow. He took one look, and shook his head. He knew what had happened to the poor fool.

Without rest, Pokreitok had exhausted himself. Without protection, he had no defense against the cold. And without anyone at his side, nobody could pick up Pokreitok and carry him to safety.

And in all of his haste, Pokreitok's actions were what caused him to miss the blessing.

  • Tinuti Parable

As much as you want to just run off towards Fallheart's Folly and start on your rescue, you're also in no shape to attempt to run off half cocked and probably get yourself re-killed. You don't even know in which direction your killers went. And considering the animosity they had towards each other, it wouldn't surprise you if they split up afterwards.

No, if you're going to get Gelathaelle and Zelltora back, you're going to need the wisdom and knowledge of your tribe. Not to mention that the two were tribe-sisters. If this is your fight, it is the tribe's fight.

You are no Pokreitok, after all.

Using what's left of the sled to hold the remains of your loyal companions, you start off in the direction of where your tribe is currently set up. About a third of a day's distance, as the dogs run. Which is not an option. Because your dogs were butchered and eaten right in front of you.

You try to get the bloody images out of your head. You remember the happier times. Of Kahal always being the first to greet you whenever you left the hut. Of Lunine, who'd always want to chase a rabbit, even though she'd never caught one. Of Yalal, who, as the runt of the pack, always wanted to wrestle with the others.

Is this what it's like, to lose those you love?

Is this why Evening Glory turned to undeath?

You can feel your lantern warm slightly in response, it's illuminating glow radiating just a little bit stronger.

With that, you head out, not bothering to look back where you died.

--

In Atosennim, actual towns are not common.

Sure, there were about a couple dozen or so, dotted alongside the frozen arctic in various sizes. And there was a confederation, with Fallheart's Folly as the biggest member. But unless a person was near them, or ran into one of the nomadic tribes, you could go days without seeing anyone else on your travels.

So when you saw a bipedal creature leaning against a tree, you stopped.

(Perception Check: 7)

You can't tell too much about it, other than it's bouncing around from one foot or another, like it's waiting for something. It's not even the size of a youngling. It's pretty small, wearing some kind of fur on it's back.

Sighing, you move in it's direction. Maybe it's a small gnome child from the Snowbottoms Tribe? Though if you remember their migration patterns, they're usually a couple hundred miles west this time of year. Maybe if you're really unlucky, it's a member of the Court of Auroras scheming up some new way to tempt fools.

"Comeoncomeonwhereareyouguys?"

You stop when you hear that. That was not Common in any way, shape, or form. The language was too guttural, and some of the sounds a human could never make. But you can recognize it all the same.

Did your transformation give you knowledge you never had before?

"Wishikepttastydogmeat. Dogmeatgoodeating"

Kuak!

The world around you snaps blue

"Makik!"

The figure notices something and turns, a cruel smile playing on its face, blood staining it's teeth as it leers at you and licks its lips in hunger. Red wings pop out from under the pelt, preparing to take flight upwards in preparation.

It doesn't get a chance, as a spike of wood impales itself into the imp's flesh. It screeches in pain as the skin around the wound starts to necronize and scar.

"Whatmagicisthis?" The imp screams, as frost starts to spread over his wings. At the same time, you feel warm inside. It feels so good. Like kneeling before a fire with good friends.

"Howdareyoudothistothegreat…" A small pebble slams into the "great" imp's head, giving him a massive concussion. You know you're doing this. You don't know exactly how, but you're sure that your Goddess is involved somehow.

"Fuckthathur…" Another wooden sliver imbeds itself into his leg. It's interesting that you've accepted her fully as your Goddess. Not that worshipping deities was unheard of in the Tanuti. You know your Chief worships the Yeahari, the Wise God in the Mountain. A few worship the Ancestors, another couple worship Garl Glittergold. Hell, even Pelor has a convert up here. Though it's Salki, who though you love as a tribe-sister, is still an utter bitch.

"Ceasethisat…" And there's metal running through his stomach now. Instinctively, your feel annoyed at the thought of Pelor, though you don't know why. Probably has to do with Salki. "Whyyoudothis?"

Why? Why? You pick the mortally wounded imp up by his neck and bring him to eye level.

(Intimidation Check: 9 + 6 = 15)

The Imp sees into your eye sockets, and whatever he was going to say dies upon his lips. And as gray and blue replace more and more of his red skin, you tell him exactly why you're doing this.

[] (Tell this little shit why you are doing this. This will both allow you to style on him, and help establish your personality a bit. Subject to QM Veto, but as long as it doesn't contradict anything already established, you should be fine.)

--

QM's Notes: Welp, that went well.

Note that in general, I will put the combat rounds either in the notes, or in the update. Right now though, I'm a bit busy, and you so completely murderblended it that the only other thing I could do is roll to see where and how many pieces land on the snow.

Voting open all day.

Thanks again @wowow2264, for the beta and the fixing!
 
Update 3: Nukilik's Thinking She's Back
"Why? For a lot of reasons. But at this moment? For eating my dogs."

The imp currently with it's throat in your grip seems to be honestly confused on why dogs should be for sled pulling and cuddles, not food. "butitwasjustadog…"

"Just a dog." You tighten the hold you have on the imp's neck, as you stare into it's terror-filled eyes. "They were not just dogs! They were loyal companions! They had names, personalities, desires! They were just as much part of the tribe as those of us on two legs!"

"butitwasntjustme! Illcutyouadeal! letmegoandillhelpyoufindthem"

"Oh trust me, I will find your friends. And once I do, I am going to kill every last one of them." You can see the objects floating around the two of you point themselves towards the imp, sharpest end out. "And as for your deal…"

As one, the ten objects accelerate through the imp's head, leaving it the same consistency a snow wolf leaves a reindeer in. The imp's foul blood stains your glove, though you heed it no notice.

"No deal."

You toss what's left of the corpse away with contempt, watching it embed itself into the snow. For a few moments, nothing happens. Then the corpse starts to decay at a rapid pace, the literal melting of the imp being accompanied by the reek of sulphur.

You crinkle your nose in disgust. Sure, Zelatora told you that fiends decompose quickly while it's essence reforms in the Nine Hells. But experiencing it firsthand is another thing entirely. Wait, why can you smell? You're a frozen zombie! How can you smell?

Yet another question to ask your new patron. You have a lot of questions.

--

"Makik!"

The objects rise back up, floating alongside you as you continue your walk to the Tanuti encampment. Then you start to count the seconds.

When you reach a hundred and twenty, the items fall plop back down into the snow.

"Makik!"

The objects rise once more. You examine one of the pieces of metal, once one of the sled rails. It doesn't look any different. It's not glowing, or humming, or making any obvious noise. With a thought, you command it to move in front of you and keep the same speed as you. And it does so with impressive quickness.

You slow your pace, and it does the same. You look at a couple pieces of wood, commands to keep pace with you at your side. And they do!

There is no mistaking it. You know this is magic. This is no surprise, Magic is, and always has been, part of the world around you. Even within the tribe, you've seen one of your shamans create a fire from their hands to keep you warm. Another could create berries that could fill a man for a day. Salki could heal the wounds of injured hunters. Even your chief could invoke the magic within him, though in his case it was to craft wonderful tattoos that could empower its wielder. Anyone who denied the existence of magic was nothing more than a fool.

You wait for the spell to end, before trying something. You think, trying to will the objects to rise once more. Yet they do not. You take a different tactic.

"Makik!"

This time, you don't make the proper gesture. You hadn't even noticed you were doing it until right now, but sure enough you were. Once more, nothing happens.

This time, you add in the sign with your free hand, and shout "Makik!"

The metal and wood once more float around you.

(Arcana Check: 5)

You wonder if this is all that you can do with this spell, or if you can do more? Could you learn other spells? Could you create fire or berries? And how would you go about finding out?

--

Soon enough, you can see the last hill before the encampment. You're not really tired, which is odd because you're quite sure you've been traveling at least ten miles from the spot you died. And yet you feel like you could go ten more without issue. Or even a hundred.

And as you get to the summit, and look down at the encampment, you see a sight that boils your blood.

Imps. More of them, this time. And alongside them is what you can best describe as a mockery of a dog, curled horns arraying it's hand.

But as horrifying as that was, the worst part was that you could see that they were already at the southern gate. A gate that was only being manned by two guards, and a small gathering of children behind them.

The good news was that they hadn't noticed you yet. And they hadn't actually attacked. No, they were talking. Talking was good. If they wanted to throw away their advantage to act like arrogant idiots, you'd happily use the time to catch up to them. Which meant, if you were lucky, you could meet them at the gate.

Of course, trying to run in the snow was going to make the trip agonizingly slow, not to mention announce to everyone that you were coming. If only your sled was still…

You look at the remains of your sled, as an idea forms in your mind. Quickly, you stand on it, trying your best not to disturb your fallen canine companions occupying the same area.

"Makik!"

--

POV Shift:

You are Uryun Cebb, general of the Tanuti's best warriors.

And today, you are prepared to join your ancestors.

It'd started when several groups that had left hadn't returned at their usual time. Hunters and trappers. A group of lumbermen gathering wood. Even Shaman Flodr hadn't returned, and he always was back by the time the sun was overhead. Normally, one or two groups taking their time wouldn't be too much of a concern. All of them? That was bad.

Eventually, one of them stumbled back through the gates. It was Flodr, clutching where his left eye had been and screaming about an angel with a flaming sword and the Prohibited Union. Or course, being the fighty old bastard he was, he'd managed to take his attacker down with his own sword. But it was still only the beginning of a rapidly worsening situation

By the time the Chief was able to get anything useful out of Flodr, there were sightings of multiple winged red creatures hunting and killing anything they saw. Already, groups of his best warriors were out in forces, with plans to kill them before they could make it to the tribe itself.

Of course, you are no fool. The mention of the Prohibited Union meant only one thing: Someone had managed to find out the true nature of Gelathaelle and Zelatora. For a moment, you had wondered if someone contacted either Mount Celestia or the Nine Hells and told them they were here. But you banished that thought from your mind. For a member of the tribe to betray another is almost inconceivable in your mind. The tribe always looked after their own. It did not matter if you were human, orc, deva, or succubus. Ever since the Uniting, there was only the Tanuti.

In the end, the how didn't really matter. All that did was to make sure the tribe survived what was coming. And it seems that they were already here.

You can see five of those red winged creatures appear out of nowhere in front of you, alongside what has to be the nastiest looking dog you've ever seen. You and Jehun, one of the new recruits, immediately ready your weapons, preparing to meet the challenge head on.

But they don't attack. They could kill the two of you now. They could have done it without you ever even known. But they didn't. Instead, one of them slowly walks up towards you without any concern in the world.

"So, this little shithole in the ice is where Zelatora hid in." The thing looks at the hide walls marking the boundary of the encampment, and sniffs in disgust. "Not enough suffering for my liking."

"My apologies." you reply insincerely, your eyes darting across what's in front of you. Your gut is screaming that this whole thing is a setup.

"You know, this is going to end with your little group destroyed, do you not?" The fiend went on, rubbing his claws against his shoulder. "But, I'm willing to cut you a deal. Let us in, and we'll spare you."

"No deal!" Jehun says, both hands on the greataxe. Spoken like a true warrior, indeed!

"Oh, come on! Sure, we have to destroy your tribe. But the terms never said we had to wipe everyone down to a man." The fiend looks past the two of you. Suddenly, a wide smile full of teeth creeps along the thing's face. "We'll even promise to not harm the children behind you!"

The children behind… oh by the Yeahari, really? "Jehun, are there children behind me?" Please be a trick. Please be a trick.

Jehun turns, and pales immediately. "What are you guys doing here?"

It's then you hear the small voice reply back. "We're wondering where Salki went off to. She was supposed to help us make snow yetis!"

Ancestors-dammit Salki! You were supposed to be with these children! "You will not hurt them." You say with as much conviction you can bring.

"Well, if you take the deal, we won't hurt them. But I think you'd better decide soon." Some of the other devils laughed. "Poochy here is getting mighty hungry. And I think child flesh makes for a very fine treat…"

The hound sniffs. Then sniffs again, before looking around.

(Hell Hound's Perception Check: 10 + 5 (Keen Sense) = 15)

"What is it, Poochy? You smell something?" the head fiend said, before turning back to you. "I think it's got their scent. There's nowhere they can run now."

The hound sniffs even more, before turning completely around. And then it howls at what it sees.

"Dammit Poochy, I swear to Asmodeus if you don't what the fuck is that?" The fiend says pointing. Everyone, you included, look at what is coming.

The best way you could describe it is an absolute mockery of a dog sled team. Eight very dead dogs are levitating in midair, rushing towards your position like there was no tomorrow. And you could tell they were dead. You could see the bones and bits of intestine sticking out of some of them. Others are missing heads or back ends. And in all of their eyes, you can see the stillness that only something without life could possess

But as gruesome as that sight is, it's nothing to what they seem to be pulling: About half a sled, being held together by nothing more than a prayer and ice. And on it…

(Perception Check: Uryun: 13 + 1 = 14. Jehun: 4 + 1 = 5)

"...Nukilik?" You managed to respond in utter disbelief. Whatever it is wearing her clothing. You can see bear traps hanging around her neck. She seems to be holding that lantern she always carries with her. And a second look tells you that those dogs are very much hers. So, either it's Nukilik, or someone who decided to take her clothes, her sled, and her dogs for some unknown reason.

Then the fiends start speaking in a language you have no hope of understanding, pointing at what you hope is Nukilik. And they're very surprised by this turn of events.

They're not the only one. "Ancestors protect us." Jehun says, panic obvious in his voice.

"Keep it together, boy." You quitely reply, as the sled slows to a stop about fifteen to twenty feet behind the devils. It is then that you notice the discoloration of her skin, revealed by the rips and tears in her clothing. What had once been a pale peach was now a shade of blue only those frozen to death could have. In fact, you're sure you've only seen it on corpses.

One of the fiends screams something at her. To which, she just looks at it with disgust. It is then that you realize she has no eyes. By the ancestors she has no eyes!

"Evening Glory." Nukilik replies in Common. "And I'm not actually alive."

And before you can even process this, one of the fiends screams and flings itself at you, while another one flies at Nukilik. You put up your shield, just as Jehun yells at the children to run to safety…

--

It is now time to come up with a plan of attack. As I, as the QM, do not want to ask for a vote every round, I will compile a series of plans that you may vote on. This will be your plan until circumstances change or you win the battle. Also note that there are multiple things I'm keeping track of, not just how well you can murderblend the imps. Try and get the best way this combat can end!

Map:
Here

Tactical Situation: There are five imps and a Hell Hound. The guards are currently blocking the way in, though the walls are made of leather and may not hold against a sustained assault. There are a swarm of 10 children starting 20 feet behind the guard, and will move 20 feet a turn in an attempt to get to safety. If they can make it 100 from their starting position, they will be considered safe for the rest of combat. Their AC is 11, and possess 1 HP for each child. They will not do anything but run.

Nukilik currently has 8 Small Objects (The Remains) and 1 Medium Object (The Broken Sled), and has 15 rounds left of this use of Animate Objects. She may use these to attack, or use her Action to lift 10 Tiny Objects.


[] Close To Me: Nukilik will do whatever it takes to keep the enemies from breaking through the gates. You'll use your Beacon, Call Them Home, and your Grasp of Hadar to keep them close to you and far away from the guards and children. Your items will me more arranged to keep procing Grasp.

[] Protect The Tribe: Nukilik has the abilities to help protect the warriors and yourself, using Love's Embrace to give them temporary HP. Meanwhile, you will move yourself right in front of the Hell Hound, keeping all focus on you while trusting in your Immunities, and telling the Guards to back away from your Aura.

[] Protect the Children: Send your objects to stay behind the children, making it almost impossible for anyone to make it to them and stay there without taking damage. You'll also cast Love's Embrace on them, giving them more survivability. While this means you won't have your objects to deal damage, you'll still have your traps and Beacon to keep some control of the battlefield.

[] Murderblend Them All: Recast Animate Objects to grab 10 Tiny objects, focusing on making sure every imp dies, while attempting to proc as many Attacks of Opportunities as possible.

[] Write In - In case you have a better or more specific plan. Subject to QM Veto.
 
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Update 4: All The Pretty Colored Lines
"Whyisshehere?"

"You'redead!Howcanyoubealive?"

"AsmodeousBelowthat'sourbloodonherhand!"

"Wekilledyou!Wekilledyou!"

You can hear the rising panic in the voices of this raiding party as they point at you in bewilderment. And now that you've got a better look at them, you think you recognize why: some of them were there at your death. Taunting you. Taunting your friends.

But you're not concerned with that. You've already killed one imp. Five more pose little trouble to you, and you're pretty sure you can take the dog. But you're more concerned with Warmaster Uryuk and the other guard. They don't have the benefit of being undead. They're vulnerable, and if they go down, the children behind them will be easy pickings.

"ANSWERMEBITCH!WHYAREYOUSTILLALIVE?!?"

You look at that particular soon-to-be smear across from you, and coldly answer. "Evening Glory. And I'm not actually alive."

That's when one of the imp's nerves break, as he rushes at Uryuk.

There's a sudden wellspring of concern in your heart, as you call upon something to protect him, as you rush towards the hound. For a second, you feel some strand of energy connect you, Uryuk, and the other guard. You feel the stingers of an Imp that is rushing you impale your shoulder, poison starting to flow into you. But you ignore it, as you take advantage of the confusion to position yourself in front of the Hellhound.

Your companions, animated by your magic, rush the imps. It's a massacre, as imp throats are torn open by the jaws of the dogs. Some of them turn upon the Hellhound, but the red dog seems more hardy, even as it starts to freeze. It's even able to dodge some of the attacks.

It is then that the hound opens its mouth. And deep in its throat you can see the spark of flames.

"Get back!" You yell to the warriors at the gate, as you grab the hellhound's jaw in your hands. "It's about to…"

Then everything is fire.

But you don't burn. Your hood is forced off by the force of the attack, revealing your face. But none of your clothes burn. In fact, you love the warmth. It feels so amazing. It makes you feel so alive. You want more!

But unfortunately, the flame soon dies down. And the hellhound is confused that you seem to not be bothered at all. Then that confusion turns to pain as your dogs attack. Flesh is rent as you bring a dagger down through its head, quickly killing it.

It's over and done with. You've won, and nobody you care about died.

You turn to look at Uryun, who is currently looking at a bisected imp in front of him with contempt. It is then that you notice it: A small red strand of light coming out from Uryun's back, heading into the encampment, where you lose track of it. The guard next to him has six pink strands, spreading out in different paths in the same general direction.

Love. It's love from Uryun for his wife. And lust from the guard towards a lot of people...

You shake your head. No, this is not the time to question yet another new thing about yourself. "Warmaster Uryun, I see you're doing well."

Uryun doesn't respond right away. He seems more interested in your eyes… oh right. You don't have eyes anymore. You have to admit you didn't even think about that while making your way back. And for a second, you're concerned about what he'll think.

"Better than you, it seems." Uryun responds, trying to keep himself straightfaced. "Did you freeze to death or something?"

"Somewhat." You say honestly. "A bit of exposure. A bit of blood loss. A Goddess of Love turned me undead and sent me back."

"Sounds like quite the tale. Might cause a few problems." The head of the tribe's warriors looks back towards the other gate guard, who you can tell is very nervous and on guard.

You shrug your shoulders. "Remind him of Taupek."

You see a sigh of relief come from Uryun, before he smiles a bit. Obviously your knowledge of the old proverbs has put him at ease. "Glad to see you're among the... " A brief and awkward pause ensures, as he searches for the right word. "walking?" He tries meekly.

"Eh, close enough." You allow a small grin, before going back to seriousness "I was with the Unaharks when we were ambushed. Someone who knew exactly who they were in their human form." You watch as Uryun closes his eyes and strokes his chin. You may not be the most observant person, but obviously that's got him thinking. "I need to see Chief Rasteek. I need his wisdom for what's to come."

"I'll go with you." Uryun says, as you see five warriors running up to your position. Probably coming once they heard the battle. "I need to let him know what happened."

--

As you and Uryun walk towards the chief's tent, you notice people looking at you. Obviously, the battle at the gate had drawn people's interest.

You had chosen to not put your hood back on, allowing everyone to see your face. Trying to hide it would have been futile, and if you had to be honest, you wouldn't have felt comfortable hiding it from people. They deserve to know, even if they shun you for it.

You had not expected them to crowd around you, though. Instead of being afraid, as people usually are when the undead are in the midst, they're curious. They are asking a lot of questions: What happened to you? Did you fight the enemy? Is this the blessings of the Ancestors? Even some of the children show some interest, though they seem more curious in your lack of eyes and discolored skin. A couple of mothers have to keep their kids from trying to poke your eye-sockets.

You're curious about them as well. Mainly because you can see more of those colored lines emanating from the people, connecting with other people. It's more than the red and pink lines of romantic and lustful emotions. You see blue lines crossing from father to son, mother to daughter, and back to grandparents. That type of love is obviously familial.

The green lines are a little harder to figure out at first, as the lines connect to people you know are not romantically in love, and are not related. But then, when you see two lifelong friends tied together with green lines, it clicks. This green love is the love that can only be formed by people who've been together through thick and thin. A kind of friendship and trust that can be closer than a spouse or family members.

It's breathtaking to be able to see all the intersecting lines travel through the community.

"Make way!" Uryun yells, trying to keep the path in front of the two of you clear as you head to the chief's long tent, only a little further ahead. "Lurnal! Tell the Chief we need to see him!"

Lurnal, one of the Chief's bodyguards from what you remember, looks over to the two of you. "Warmaster! Ancestor! He's already expecting the two of you."

You raise an eyebrow, an action you apparently can still do. "Ancestor?"

Lurnal nods, as she opens up one of the flaps so that you may enter. "It's what he told us to address you as, Ancestor Nukilik. He said the Yeahani has shown him your arrival."

You and Uryun look at each other with concern. The Wise Bird of Atosennim actively showing future events? That was very unusual. And as you move inside, you're not sure if you should be thankful or concerned by this.

---

1,700 XP Gained!
Level Up! Level 4 Achieved
Hit Dice Increased by 1
Maximum HP Increases by 9!
Feat Gained!
Animated Objects Improvement Gained!


Feat and Animated Objects Vote Incoming.


--

Imp 3 - Advances towards Head Warrior, roll for attack: 12 + 5 = 17. AC:18. Miss (Clangs against shield.)

Reaction: Head Warrior uses Riposte (1 Superiority Die Expended) Imp 3. 9 + 5 = 14. Imp AC: 13.
Hit! (8 + 3 + 4 (Superiority Dice)) / 2 = 7 Damage. Imp 3/10

Head Warrior uses Feinting Attack. (Advantage). Rolls: 17, 2. Hit! 2 + 3 + 1 (Superiority Dice Expended. 2 Left) = 6 / 2 = 3. Imp 3 Dead.

Warrior Readies Action.

Children run 20 feet north, away from combat. (Feet Remaining till safety: 80)

Imp 4 Moves and attacks Nukilik. Attack: 2 + 5 = 7. AC:12. Miss.

Imp 5 Moves to attack Head Warrior. 11 + 5 = 16. AC:18. Miss:

Warrior uses action. Attacks: 11 + 5 = 16. Hit! Damage: (5 + 3) / 2 = 4. Imp 5: 6/10 HP.

Nukilik's Turn Start. Life Draining Aura: (Imp 1 = 13/2 = 6. 4/10 HP Left. Imp 2: 10/2 = 5. 5/10 HP Left. 9/2 = 4. 6/10 HP Left. Hell Hound: 10. 35 HP Left. Action: Lover's Embrace. Nukilik and Both Warriors gain 12 Temporary Hit Points. Move to 5ft North of Hell Hound, Warn Guards to back away. Imp 4 AoO 16 + 5 = 21. Hit! 4 Slashing Damage, Immune to Poison Damage. Nukilik's HP: 30 (8). Bonus Action: Command Objects to Fight

Objects 1 (Small) attacks Imp 4. 8 + 6 = 14. Imp AC: 13. Pass! 5 + 2 = 7 Necrotic Damage. Imp 1 Dead.

Object 2 (Small) moves to South of Imp 2. 18 + 6 = 24. 8 + 2 = 10 Necrotic Damage. Imp 2 Dead.

Object 3 (Small) moves to South of Imp 1. 18 + 6 = 24. 8 + 2 = 10 Necrotic Damage Imp 3 Dead. (Same exact rolls lol)

Objects 4 (Small) moves to East of Imp 5. Natural 20. Not even rolling, it's splattered across the walls.

Objects 5 (Small) moves to Northwest of Hell Hound. 10 + 6 = 16. Hell Hounds AC: 15. Hit! 4 + 2 = 6 Necrotic Damage. Hell Hound's HP: 29. Hell Hound is already 5 feet away from Nukilik.

Object 6 (Small) moves to Northeast of Hell Hound. 19 + 6 = 25. 2 + 2 = 4 Necrotic Damage. HH HP: 25

Object 7 (Small) moves to West of Hell Hound. 15 + 6 = 21. Hit. 7 + 2 = 9 Necrotic Damage. 16 HP

Object 8 (Small) moves to East of Hell Hound. 5 + 5 = 10. Miss

Object 9 (Medium) 9 + 5 = 14. Miss.

Hell Hound uses Flame Breath. 15 ft Cone. Nukilik's Dex Save: 7 - 1 = 6. Nukilik is Fire Immune, Nukilik +21HP Healed (Max already reached)

Turn 2.

It is absolutely impossible for the Hell Hound to survive or retreat at this point. Rolls forgone.
 
Level 4 Feat Selection
Feat Selection

Choose 1

[] Ability Score Improvement - +2 to Stat of Choice (Triggers Subvote)

[] Actor - Charisma +1, Advantage on Deception and Performance when trying to pass yourself off as someone different, can mimic other people and sounds you've heard

[] Alert - +5 to Initiative, can't be surprised, others don't get advantage on attack rolls while hidden from you.

[] Athlete - Strength or Dexterity +1 (Triggers Instant Subvote), Prone only take 5ft, Climb at full speed, running jumps after 5 feet.

[] Aura Mastery - +1 Charisma. Auras you or objects you create can choose to ignore any number of people or objects, up to your Charisma modifier.

[] Charger - When Dashing, can use your bonus action to make an attack or shove someone. Gain bonuses when moving 10 feet on this dash attack or shove.

[] Crossbow Expert - Ignore loading quality of crossbows you are proficient in, doesn't gain disadvantage at 5 feet, can use bonus action to attack with hand crossbow

[] Dog Whisperer - You gain double proficiency bonus on Animal Handling when dealing with dogs. You can speak and understand with any dog, without magic.

[] Dual Wielder - +1 to AC when Dual Wielding, can use non-light weapons, can draw both weapons at once

[] Dungeon Delver - Minimum twice your Con mod when using a hit die to regain health. Advantage on detecting secret doors, avoiding or resisting traps, and can search for traps quicker

[] Elemental Adapt (Cold) - Objects that you animate that can deal cold damage ignore resistance to damage to cold. Treat any 1 they roll on a damage die as a 2.

[] Extra Invocation - You may take an extra invocation (Triggers a Sub-Vote)

[] Extra Undead Improvement - You may take an extra Undead Improvement (Triggers a Sub-Vote)

[] Grappler - Advantage on attacks against creatures you're grappling. Can pin those you are grappling. Can grapple creatures one size larger.

[] Great Weapon Mastery - Melee Crit or drop to 0HP, you can make a melee attack as a bonus action. Can choose to take -5 to hit for +10 to damage with a Heavy weapon

[] Healer - Stabilizing a dying creature gives it a hit point. Can restore a minor amount of hit points with healer kit

[] Human Determination - Increase an Ability Score by 1 (Triggers Sub-Vote), Can make one roll with advantage per short or long rest.

[] Inspiring Leader - Take 10 minutes to inspire companions, giving temporary hit points.to six people including yourself.

[] Keen Mind - +1 to Int. You always know which way is north, and roughly what time it is. Perfect recall up to a month.

[] Linguist - +1 to Int. Learn three Languages. Can create ciphers.

[] Lucky - Gain 3 Luck Points a Long Rest. Can use them on your rolls or an opponent's attack rolls, after the roll is seen, but before outcome, to roll a d20 and choose to use that if you so wish.

[] Mage Slayer - Spell use within 5 feet can be reacted to with an melee attack. Opponents have disadvantage on saving throws for concentration if you damage it.

[] Martial Adapt - Learn two maneuvers from the Battle Master archetype in the Fighting Class. You gain one Superiority die at d6.

[] Master Trapper - Hunting Traps you work on for eight hours deal double damage, and the Trap's DC becomes 13 + Proficiency Bonus. As a reaction, when someone moves into or through a square 30 feet of your location, you may throw a trap at their location. Treat it as if they had stepped on it.

[] Mobile - +10 to moving speed. Dashing over difficult terrain doesn't slow you. Opponents you attack cannot make attacks of opportunity during the same turn.

[] Moderately Armored - +1 to Str or Dex (Triggers Sub-Vote), is proficient with medium armor and shields.

[] Mounted Combat - Advantage on melee attacks smaller than mount. Can take any hit meant for mount. Mount takes no damage on Dex save, half on failure.

[] Observant - +1 to Int or Wis (Triggers Sub-Vote), Can read lips, gains +5 to passive Investigation and Perception.

[] Polearm Master - Can make a second, weaker attack with polearm. Can make an Attack of Opportunity when they enter your reach.

[] Prodigy - Gain proficiency with one skill, one tool, and learn one language. Then choose a skill you have proficiency in to gain expertise (double proficiency) in.

[] Savage Attacker - Once per turn, can reroll a melee attack damage roll, use either roll.

[] Sentinel - Hitting with an Attack of Opportunity turns a persons speed to 0. Gain AoO even when Disengaging. Can make a reaction to melee attack someone attacking someone else.

[] Sharpshooter - Ranged attack don't gain disadvantage on long range, ignore half and ¾ cover, and can take -5 to hit to gain +10 to damage

[] Shield Master - Can shove a person 5 feet with your shield as a bonus action, can add your Shield's AC to Dex Saving Rolls, and take no damage on a successful save.

[] Skilled - Gain Proficiency in any three skills or tools (Trigger Sub-Vote)

[] Tavern Brawler - +1 to Str or Con (Triggers Subvote), Proficiency with unarmed strikes and improvised weapons. Strikes are at d4. Bonus action after unarmed strike or improvised weapon strike to grapple.

[] Tough - Gain Maximum hit points equal to twice your level. Each level, you gain 2 more hit points.

[] War Caster - Gain +5 to rolls on maintaining concentration on Animate Objects when taking damage, and ignore any disadvantage. Can perform somatic parts of Animate Objects even if both hands are full.

[] Weapon Master - +1 Str or Dex (Triggers Sub-Vote), become proficient in four weapons. (Triggers Sub-Vote)
 
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