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[5e_One Shot] Baptism by Fire_RG
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<blockquote data-quote="Kobold Stew" data-source="post: 8959299" data-attributes="member: 23484"><p><strong>Corporal Darrock</strong>, Harengon Artificer 2</p><p></p><p>AC 15, HP 20, Move 30', Init +5</p><p>Shocking Grasp: +6, 1d8 (2d8 in metal armor), no reactions.</p><p>Crossbow: +6, 1d8+4 piercing (no ammo needed)</p><p>[ATTACH=full]277678[/ATTACH]</p><p>[spoiler=Level-2]</p><p>[sources: MotM, Tasha’s]</p><p></p><p><a href="http://www.coyotecode.net/roll/lookup.php?rollid=277112" target="_blank">Abilities</a>:</p><p>STR 9 (-1)</p><p>DEX 16 (+3)</p><p>CON 14 (+2) [save+4]</p><p>INT 16+2=18 (+4) [save+6]</p><p>WIS 9+1=10 (+0)</p><p>CHA 9 (-1)</p><p></p><p>Size: M</p><p>Move: 30’</p><p>Hit Points: 20 (2d8)</p><p>AC 15</p><p>Init: +5 (DEX+PROF)</p><p>Skill: Perception +2, Investigation +6, Sleight of Hand +5, Stealth +5; Acrobatics +5</p><p>Proficiencies: Light, Med, Shield; Simple weapons; Thieves’ tools, Tinker’s tools, Smith’s tools; land vehicles; dice</p><p>Languages: Common, Tymantheran</p><p></p><p>Harengon:</p><p>Lucky Footwork: reaction for +1d4 to a failed Dex save (when move > 0)</p><p>Rabbit Hop: bonus to jump 10’ (5xPROF), w/o opp attack (2 [prof]/long, when move > 0)</p><p></p><p>Background: (custom) Soldier [advance scout], but Stealth and Acrobatics.</p><p></p><p>Artificer:</p><p>Tinkering: make up to 4 (INT) tiny objects, that (a) 5’ light (+5’ dim); (b) records six second message, played when tapped; (c) emits odor or sound; (d) static visual effect.</p><p></p><p>Spellcasting (DC 14, +6; slots 2/0…; ritual)</p><p>Cantrips: Shocking Grasp, Mending</p><p>Level 1 (5 [INT+level/2]): Cure Wounds, Detect Magic, Faerie Fire, Feather Fall, Sanctuary</p><p></p><p>Infuse Item: 2 items (default: sending stones, repeating shot crossbow)</p><p>Infusions known: (a) repeating shot, (b) homunculus, (c) enhanced defense, (d) replicate Sending Stones[/spoiler][spoiler=Possessions]</p><p>document of rank: Corporal.</p><p>Bone dice, common clothes</p><p>Pouch with 10gp</p><p>Light crossbow [with 20 bolts]</p><p>Studded leather</p><p>Thieves’ tools</p><p>Dungeoneer’s pack</p><p>Two simple weapons (daggers, never used)[/spoiler][spoiler=Background]Corporal Darrock has served his time, and as a solder he was never asked to fight. "It's a time of peace," his dwarven captain had told him, and for Darrock it was just fine. He was affable enough, if slightly quiet. Tall, lanky, and his ears a little too long. The platoon had thoght it funny to make him a runner, and so for most of his deployment, six years, he was carrying messages between one remote guardpost to another. It was a job he could do, as long as the roads were good, but Darrock did not relish hiking overland, and would complain to any who would listen when he had to. His hands would fidget, often playing with some little device he had made, a reading light for night, or some such thing.</p><p></p><p>Darrock had a secret, though. He'd been taught to make to stones resonate with each other (wrap them in wire -- and he always carried wire -- and rub them at midnight, etc.), and that meant he could send messages without needing to cross the vast distances. His company would think he was travelling to the post at Crestfall Pass, but he just needed to get the stone there. That could give him weeks to himself.</p><p></p><p>I wish I could tell you he spent that time well, but I can't. Darrock is lazy, and he will sometimes spend weeks on the porch of a tavern, listening to the loud and the boisterous, picking around with his tools as needed. He has been caught up in more petty burglaries than he would like to admit, and it's truly a wonder that he wasn't ever caught. Still, enough people know of his behaviour and the stones, and it's possible his past will catch up to him.</p><p></p><p>Indeed, that's what he thought had happened when he got the summons from Delenir. The message for him had been carried by a team, which had meant Darrock had actually had to walk the whole distance from the Inland Sea, with some other soldier. It was someone that darrock hadn't known -- a recent posting to the company -- and by the time the Private's intention to kill Delenir became clear (as part of a tax protest of some kind, Darrock believes), putting him down so the Arch Mage didn't need to seemed a straighforward choice. But no, this summons seems to have been related to that ridiculous, tiring chore of a task, rather than anyone suspecting that Darrock wasn't what he claimed to be.[/spoiler]</p><p></p><p>Mechanisms:</p><ul> <li data-xf-list-type="ul">(infusion) Sending stones, leaving one with the Arch-Mage.</li> <li data-xf-list-type="ul">(infusion) repeating small crossbow.</li> <li data-xf-list-type="ul">(1/4) A tiny device with an image of the Arch-Mage and the recovered amulet.</li> <li data-xf-list-type="ul">(2/4) A light source (5' bright + 5' dim, covered).</li> </ul></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8959299, member: 23484"] [B]Corporal Darrock[/B], Harengon Artificer 2 AC 15, HP 20, Move 30', Init +5 Shocking Grasp: +6, 1d8 (2d8 in metal armor), no reactions. Crossbow: +6, 1d8+4 piercing (no ammo needed) [ATTACH type="full" width="433px" alt="803a0ad2bd76d32b64bd21c119b16265.jpg"]277678[/ATTACH] [spoiler=Level-2] [sources: MotM, Tasha’s] [URL='http://www.coyotecode.net/roll/lookup.php?rollid=277112']Abilities[/URL]: STR 9 (-1) DEX 16 (+3) CON 14 (+2) [save+4] INT 16+2=18 (+4) [save+6] WIS 9+1=10 (+0) CHA 9 (-1) Size: M Move: 30’ Hit Points: 20 (2d8) AC 15 Init: +5 (DEX+PROF) Skill: Perception +2, Investigation +6, Sleight of Hand +5, Stealth +5; Acrobatics +5 Proficiencies: Light, Med, Shield; Simple weapons; Thieves’ tools, Tinker’s tools, Smith’s tools; land vehicles; dice Languages: Common, Tymantheran Harengon: Lucky Footwork: reaction for +1d4 to a failed Dex save (when move > 0) Rabbit Hop: bonus to jump 10’ (5xPROF), w/o opp attack (2 [prof]/long, when move > 0) Background: (custom) Soldier [advance scout], but Stealth and Acrobatics. Artificer: Tinkering: make up to 4 (INT) tiny objects, that (a) 5’ light (+5’ dim); (b) records six second message, played when tapped; (c) emits odor or sound; (d) static visual effect. Spellcasting (DC 14, +6; slots 2/0…; ritual) Cantrips: Shocking Grasp, Mending Level 1 (5 [INT+level/2]): Cure Wounds, Detect Magic, Faerie Fire, Feather Fall, Sanctuary Infuse Item: 2 items (default: sending stones, repeating shot crossbow) Infusions known: (a) repeating shot, (b) homunculus, (c) enhanced defense, (d) replicate Sending Stones[/spoiler][spoiler=Possessions] document of rank: Corporal. Bone dice, common clothes Pouch with 10gp Light crossbow [with 20 bolts] Studded leather Thieves’ tools Dungeoneer’s pack Two simple weapons (daggers, never used)[/spoiler][spoiler=Background]Corporal Darrock has served his time, and as a solder he was never asked to fight. "It's a time of peace," his dwarven captain had told him, and for Darrock it was just fine. He was affable enough, if slightly quiet. Tall, lanky, and his ears a little too long. The platoon had thoght it funny to make him a runner, and so for most of his deployment, six years, he was carrying messages between one remote guardpost to another. It was a job he could do, as long as the roads were good, but Darrock did not relish hiking overland, and would complain to any who would listen when he had to. His hands would fidget, often playing with some little device he had made, a reading light for night, or some such thing. Darrock had a secret, though. He'd been taught to make to stones resonate with each other (wrap them in wire -- and he always carried wire -- and rub them at midnight, etc.), and that meant he could send messages without needing to cross the vast distances. His company would think he was travelling to the post at Crestfall Pass, but he just needed to get the stone there. That could give him weeks to himself. I wish I could tell you he spent that time well, but I can't. Darrock is lazy, and he will sometimes spend weeks on the porch of a tavern, listening to the loud and the boisterous, picking around with his tools as needed. He has been caught up in more petty burglaries than he would like to admit, and it's truly a wonder that he wasn't ever caught. Still, enough people know of his behaviour and the stones, and it's possible his past will catch up to him. Indeed, that's what he thought had happened when he got the summons from Delenir. The message for him had been carried by a team, which had meant Darrock had actually had to walk the whole distance from the Inland Sea, with some other soldier. It was someone that darrock hadn't known -- a recent posting to the company -- and by the time the Private's intention to kill Delenir became clear (as part of a tax protest of some kind, Darrock believes), putting him down so the Arch Mage didn't need to seemed a straighforward choice. But no, this summons seems to have been related to that ridiculous, tiring chore of a task, rather than anyone suspecting that Darrock wasn't what he claimed to be.[/spoiler] Mechanisms: [LIST] [*](infusion) Sending stones, leaving one with the Arch-Mage. [*](infusion) repeating small crossbow. [*](1/4) A tiny device with an image of the Arch-Mage and the recovered amulet. [*](2/4) A light source (5' bright + 5' dim, covered). [/LIST] [/QUOTE]
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