Happy Swindle
painted-bees
- Created
- 5 years, 1 month ago
- Creator
- painted-bees
- Favorites
- 302
Profile
- Common
- Druidic
- Elvish
- Giant
- Infernal
- Celestial
- Gnomish
- Club
- Dagger
- Dart
- Javelin
- Mace
- Quarterstaff
- Scimitar
- Sickle
- Sling
- Spear
- Light Armor
- Medium Armor
- Shields
Disguise Kit, Forgery Kit, Herbalism Kit
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
The mushrooms lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
- Sickle
- Dagger
- Wooden Staff
- Leather
- Clothes, fine
- Glasses
- Rations (1 day)
- Waterskin
- Backpack
- Bedroll
- Disguise Kit
- Mess Kit
- Rope, Hempen (50 feet)
- Tinderbox
- Torch
- a signet ring of an imaginary duke
A jar of tattoo ink, kept safely inside a small wooden box.
You gain a +1 bonus to AC and Saving Throws while wearing this ring.
Flattery is my preferred trick for getting what I want.
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
Accommodation. I want everyone to feel happy and safe, even if those feelings must be built upon a small, white lie.
Self-improvement. We might all benefit from a prusuit of betterment.
My selfishness has cost lives, I hope to avoid repeating past mistakes.
I must redeem myself after a life of misdeeds.
I judge people harshly and secretly believe that everyone is beneath me.
I am ashamed of my true nature and hope that no one sees through my kindly facade.
As a bonus action, by spending dice from the pool, you can restore HP to one creature you can see within 120 ft. The creature also gains 1 temp HP per die spent.
Swindle's misdeeds have prevented him from spending much time in any single place for long. His life on the road began after an act of selfishness saw the death of his best friend and a curse upon his clan. It was a fallout that he never expected, and though he managed to avoid taking the blame for what he had done, the anxiety of one day being 'found out' eventually drove him to leave his clan behind. He cited a pilgrimage for insight into the terrible misfortune that had befalled the clan as his reason for leaving, and they saw him off with hugs, well wishes, and requests for his safe return. Swindle, of course, had no intention of returning, and his travels soon brought him into the care of some travelling merchants. It was through them that he learned all about trade, commerce, and how to spin a convincing sales pitch. He travelled with them for four years before disappearing into the forest late one night with all their coin-filled purses.
Living off his stolen coin and newfound bartering skills, Swindle crossed boarders into a neighbouring kingdom, making his way into the capitol city to find what fortune might bring him. Here, he met an insightful cleric who keenly identified Swindle's less than honest nature. The cleric invited Swindle into his ongoing charity con scheme, and together, the two charlatans eventually found themselves present for several events held by the local aristocracy. Once the two had collected more than enough coin to afford a few years of comfort, they packed up and dissappeared well before anyone could wisen up to their fraudulent charity work.
Skipping boarders again back into Swindle's country of origin, Swindle and his business partner started setting up their con scheme once more. During the early phases of establishing their organization, they were approached by a teifling monk named Allswell. She lamented that she had nothing of value to offer for charity except a rare tattoo ink imbued with magical properties. Despite the teifling’s reluctance to bequeath ink to them, Swindle's cleric partner showed no hesitation in charming Allswell out of her valuable, enchanted heirloom.
Allswell’s ink was not the only enchanted thing present for that interaction. For the first time in his life, at the age of one hundred seventy-three, Swindle found himself absolutely captivated by the teifling's beauty. A guilty regret brewed within him for having cheated the beautiful monk out of her treasured item.
Try as he did to keep his uncharacterist remorse to himself, Swindle found himself incapable of ignoring it and soon acted behind his partner's back to return the ink to Allswell.
Upon finding Allswell at her monestary, Swindle was suprised when she refused to take back the ink. He confessed to her that his partner had been dishonest and that her contribution would not have gone towards a charitable cause. Allswell simply replied that she already knew all of this. She also expressed disappointment in Swindle’s capability to turn so readily against someone whom he called a friend.
Confused by this unexpected response, Swindle argued that he was doing a good thing by returning the ink to her, but she countered that his reasons for doing so where not in line with goodness. She knew that if he were not attracted to her, he would not have cared.
Swindle repeated her words about how important the inks apparently were to her and she pointed out plainly that she would have had to relinquish it eventually. She explained to him that no one can ever own anything permanently. Eventually all beings, whether rich or poor, powerful or weak, good or evil, can never take their belongings with them. Even their bodies must be returned to the dirt once their time is up. The soul is the only thing that a person can truly own; kept healthy by meaningful relationships, selfless deeds, and a positive outlook.
Noticing Swindle's discomfort at her seeing clean through his facade, Allswell assured him that she felt the loneliness and isolation which incessantly clings to people like him would be punishment enough for his misdeeds. The teifling monk instructed Swindle to hold onto the ink and find her again when he was ready to return it out of the genuine goodness of his heart, predicting that when they next meet one another, he will be a dramatically different person.
Swindle never returned to meet with his cleric partner after that. With the ink safely in tow, he walked out of the city on a quest to internalize Allswell’s words and fulfill her prediction of their next meeting. Changing his outlook and approach to life is proving to be a much more difficult task than he expected. With all the trouble and temptation he’s run into on the way, he recently developed a habit of stopping at every temple and shrine he passes to pay tribute to any divine entity that might help him turn a new leaf. His gaunt figure is overburdened with countless amulets and talismans that jingle against one another with every step he takes.
Now at the age of one hundred seventy-six, Swindle is still a compulsive liar, occasional con-artist, and struggles constantly with his own selfishness. Still, he has gone out of his way to avoid unsavory, dishonest company, endeavors to partake exclusively in white lies and half-truths, and works hard against acting on an impulse. He has cultivated a warm and kindly outward demeanor, and has forbid himself from turning down an honest plea for help. No matter how stupid or inconvenient it may be, if a charitable task is within his abilities and doesn’t cause him to fail a pre-existing promise, he’ll do it. Consider it a form of penance...
He and Swindle now call one another 'friends', and enjoy the mutual benefits of their relationship.
Not one to turn down an excellent opprotunity, Swindle swiftly helped his new
Luck (or Dol Arrah) must have been on their side, because they were able to make a clean escape and shake off any pursuers. After a few nights camping in the woods, both Swindle and Maxwell finally found a well-travelled road, upon which they chanced upon a travelling menagerie. Humplebumble Delebean was the rambunctious, well natured gnome at the head of this operation, "Humplebumple's Monsterous Menagerie," he called it. The gnome had wood-colored skin and a mess of curly red hair beneath a large, lovingly worn purple tophat. He was also missing a few fingers on each hand--something he attributed to "occupational hazards". Swindle and Max were invited to travel alongside them in exchange for medical attention and protection, respectively. And when they arrived at the small township of Dunswallow, Delebean humbley requested Swindle's favor in getting the word out about the Monsterous Menagerie opening its attraction to the Dunswallow public for a modest entry fee. Swindle and Maxwell decided to preform this favor at the local inn, The Siren's Sigh, and this is where they met with Amity, young, human wizard girl with white-pink curls and diminuative stature--and Rhogkun a much larger, much older grey skinned goliath wizard with a receeding hairline and admirable moustache. Amity was immediately smitten by Maxwell and entertained by Swindle, while Rhogkun was much more wary. Upon hearing Swindle's name, Rhogkun's immediate impression of Swindle was that of a distrustful charlatan, and who can blame him, really? Despite the reasonable cause for a swift judgement, Swindle felt no small amount of scorn for being painted a bad guy before even having the chance to prove otherwise. This snap judgement would set the tone for Swindle's travels from this point onward. Swindle managed to drum up no small amount of interest for Delebean's Monsterous Menagerie, and after his charming advertising campaign had concluded, Swindle, Maxwell, Amity and Rhogkun decided to head on and get an eyefull of the menagerie's attractions for themselves. The assortment of beasts were as varied as they were fascinating, but the final attraction caused Rhogkun a bit of concern. The white wolf in the cage had been presented by Delebean as a Dire Wolf, but Rhogkun soon pulled Delebean aside to tell him that his "dire wolf" was infact a highly intelligent and extremely proud, spiteful Winter Wolf, capable of speaking the language of giants. Rhogkun urged Delebean to be very careful with this acquision of his, and to make sure that there is no means for it to escape by. He goes so far as to offer his own muscle to help manage the beast.
Humplebumble assures Rhogkun that the Menagerie has everything under control, but this is Dungeons and Dragons. We know what's about to happen. The crew of aquaintences return to the inn for a good night's rest, and when morning rolls around, a member of Delebean's crew arrives at the inn in search of Rhogkun because, you guess it, the Winter Wolf escaped. This was a little beyond Swindle's...erm...expertise, and he opted to take it easy at the inn and not concern himself with other people's issues.
At least, that's what he would have liked. Unfortunately, his newly recruited stone bodyguard had a very different idea. Maxwell insisted, without so much as a discussion about it, that he and Swindle would assist Rhogkun in tracking down and neutralizing this escaped and dangerous beast. At this point, the party was greeted by a new stranger--a pompous, self-important eleadrin bard named Variel. She's prattled on about her titles, which didn't mean anything to anyone except her... Although...Swindle's ears do perked up at her calling the Summer Court her home. How curious. She asserted that she'd rather not be trudging among the mortals in their dirty mortal realm--but she's stuck here and this is the most interesting thing she's heard yet--so she wants to see this Winter Wolf and maybe bring it back as a prize to "her lady". Amity was reluctant to join, but even more reluctant to let her new friends (friends??) leave her behind. And so...the party went wolf hunting. Having been raised in the wilderness, tracking an animal wasn't new for Swindle...and he managed to do an expert job of it, despite himself. The trail led them to a gorge where two shelves of land walled off a narrow passage. The part opted not to trek through the narrow passage, and took the higher ground, instead. This turned out to be a good idea, as they soon found the winter wolf among a pack of normal wolves at the center of this natural corridor. Sure enough, Rhogkun was correct about the wolf's ability to speak. What Rhogkun didn't know was that this wolf could speak common, also.
Swindle did what Swindle knew how to do best, and attempted to...well...swindle the wolf. He told the wolf that actually, he could have had a really comfortable life travelling with the Menagerie. Delebean was already scared shitless of him, the wolf could travel the world in a guilded cage, demanding anything he wants, and his man-servants, ruled by fear, would provide him with all he could possibly ask for.
Only Amity thought this was a great pitch. The Winter Wolf then expressed his desire to hunt Delebean tirelessly for the humiliation the gnome put it through, and initiated the fight. The five of them took down the wolf, and once it was good and dead, Variel decided she really needed its luxurious pelt. Swindle can only stand watching her make an absolute mess of this disgraced animal for a total of five seconds before taking the knife from her and skinning the animal properly. The group camped out there for the night, and returned back to Dunswallow with the pelt in tow. Delebean was sad that the wolf had to be killed, but happy that it was no longer alive to eat him in the middle of the night. He then invited the entire group to join him and his menagerie westward as hired muscle. Swindle was actually delighted by this, because the Menagerie has a wagon dedicated to bathing...and after his experience with the local inn's back alley wooden barrel bath...Swindle was swift to agree that travelling with the menagerie would be an excellent idea. The crew was on the road for less than a month, spending their time with the menagerie learning new skills alongside them. Swindle took it upon himself to attempt learning gnomish under Delebean's tutliage, though...be it from imbibing a little too generously on mushrooms, or having been largely disintertested in the basics of the language at first, Swindle was not...the most attentive student. One day, the group took a small break near the remnants of an old town on the side of the road. Always on the hunt for new mushrooms, Swindle took it upon himself to investigate the shaded corners and rotting wood for any noteworthy fungi. He did not find any fungi. He found dead a dead person.
The dead person rose from the ground.
At this point, Delebean began screaming from where the rest of the caravan was, and it turned out that dead guy had lots of dead friends--and they were all converging upon the Menagerie. The party fended off the shambling undead, and when a calm quiet returned to everyone, Delebean nervously suggested that the ruins should be...maybe...investigated. Because, apparently, undead had never been a problem in this area before, and this road was a frequently travelled one.
As per Swindle's usual self, he insisted that there was probably no other undead in the area, because what are the odds? And besides, if there were more, it wasn't their problem.
No one agreed with him. And so! The party of five investigated the ruins and chanced upon an old cellar that opened up into a vast underground corridor. It began as a well burrowed dirt cavern housing meenlocks, which ended suddenly with a collapsed section of the cave that led into...what appeared to be...some underground, man-made chamber. The stonework was polished and thoughtfully laid down, but the air inside this newly uncovered room was old...stale. The room housed four stonework statues featuring life-like human figures with contorted poses and agonized expressions. Rhogkun began preparing a ritual spell that would allow him to detect magic, but before he had the chance to complete it, one of the statues came to life and clawed at him, causing him to lose all mobility. With that, the other three statues became animated at well, and the team was forced to ilimiate them. As Maxwell brough his hammer down upon the last standing statue, it's head shattered, sending shards of dark obsidian scattering across the stonework. Upon closer inspection, Swindle discerned that these ebony shards were unique from the rest of the stonework that these statues were made from--and with help from the team, he was able to extract three obsidian skulls from the remaining statues who still had their heads in tact. Their journey brought them deeper into this strange underground complext, and eventually led them into a harrowing room full of torture impliments and old, long rotting gore. It was at this point that Amity began to panic, the blood draining from her face--and she wanted to leave this place even more than Swindle did. Variel attempted to quell her fears, with negligible effect, but nevertheless, the crew continued forward. Along the way, Swindle found a peculiar purple blade, and recognized it as the symbol of The Keeper, a god of death and decay. They eventually came to a much smaller room with some manner of magic circle scrawlled upon the floor, and a dead body resting upon it. Variel took a closer look at it, and found that the corpse appeared to have burned from the inside, out. Against the wall was a large hammer fashioned to appear like a ram's head--which Maxwell picked up. On the dead man's body was a journal, written in a language that Rhogkun identified as Dragonic. Amity piped up, saying that she had spoken to a dragon once, asserting that this clearly meant she could understand the language of the dragons. Upon looking at the book however, Amity found herself incapable of reading it's contents, and everyone was disappointed. A corridor was all that remained for them to follow down, and at the end of that corridor opened a door into one final room. This room sported four more stone statues, bearing the full load of the ceiling above them. In the center of the room, a terrible spectre of black, writing smoke stood. Its voice echoed through everyone's mind in a sickly, contorted tone, "Do you want to hear a secret?" Variel swiftly warned everyone not to let it say any more. She identified the ghost as an allip, explaining that it's 'secret' is what drove it into this agonized state, and that anyone else who hears it will follow the same fate.
Sssooo, everyone attacked it. As per his usual style, Swindle hun back as far as he could, where the allips awful whispers couldn't reach him. And from his safe distance, he made sure everyone stayed on their feet. The allip was eventually, successfully slain. Unfortunately, so were three of the four load-bearing statues. The team had no time to celebrate their victory, the ceiling had already begun to crumble, and everyone was force to make a swift escape back out the way they came from.
Back above ground, the effects of their battle could be clearly seen. A huge sinkhole had opened up where the ceiling of the allip's dungeon had collapsed. Finally, the party could return back to the caravan and get their hard earned rest...
Except they couldn't. As the caravan came into view, Swindle was able to see that there was additional company.
That additional company was no one other that Peony Oakweed and a small army of her guardsmen.
Exhausted and wholly not equipped to deal with any of this, Swindle panicked and hid behind a bush. Everyone except Maxwell was reasonably confused by this reaction, to which Swindle simply barked back in a hushed voice that Peony is the worst kind of person conceivable, having exploited Maxwell for gods know how long. Also, he put bees in her mouth. That last remark threw them off, but not enough to prevent Variel from quipping that Swindle, himself, had arguably been exploiting Maxwell this whole time. Regardless both she and Amity proceeded at attempting to hel Maxie hide from Peony's detection.
But they fail. One of the guardsmen took notice of the conspicuous illusionary shrubs struggling to hide Maxwell's bulk. He called over to Peony, but as he approached, Swindle wildshaped into a panther and pounced upon the man in a panicked attempt to frighten Peony's entourage away. His attempt at intimidating the armed men were successful, but unfortunately, they responded to their fear by leveling their crossbows at the enormous cat. Variel attempted to de-escalate the situation by proclaiming that they had been looking for the panther after it had escaped from the menagerie, and Delebean nervously played along. Not wanting to actually kill a man, his intimidation attempt thouroughly falling through, Swindle had no choice but to let himself be shepherded into the vacant cage that once belonged to the winter wolf. From there, he watched the rest of the scene play out. After questioning where Swindle was (and receiving "oh...he uh...died, tragically. But we're all happy he's dead because he was the worst" as an explaination for his absence) explained that Swindle had stolen Maxwell from the shrine, and that he belonged to her family--reffering to him as an "it" and a "thing". Confused by this, Variel asserted that Maxwell was clearly a person capable of his own thought and exersized his own will--and that calling him a object that could be owned sounded an awful lot like some manner of slavery. Of course, Peony thought this was a rediculous notion, and mentioned that if they refuse to return Maxwell to her, that her men will arrest the entire caravan for grand theift and the vandalism of a holy artifact. It was at this point that Maxwell spoke up, assuring Peony that he has been able to fulfill his duties to Dol Arrah much more effectively now that he's been able to travel. He told her about the undead, and the allip, and how he felt that there was a divine reason for him to come upon all of this today--that it may be something he has been appointed to look into by Dol Arrah herself. He spoke on to promise that he would return to the Pharos Shrine when he felt his work out here was done, when felt his purpose had been served. He gifted Peony with his hammer as a symbol of his good word. Peony took the hammer into her hands with a brief moment of reverence for what the guesture meant--before instructing her men to arrest everyone and seize Maxwell. "Break his legs again, if you must." And so, a fight ensues, at which point, Swindle turns back into himself again just so he can refill Peony's stupid, ugly mouth with bees.And that's how Peony learns that Swindle is very much alive and well...and angry. The team was tired...and low on resources, and the fight was a slog that they were most certainly going to lose if not for some divine intervention. And that intervention came in the form of an elf cleric named Azalea. She tipped the balance of the battle into the party's favor, and when Peony saw that she was on the losing side, she turned heel to run. Swindle sent one last swarm of bees upon her, and it was enough to drop her like a sac of swollen potatoes. She was promptly stripped of her weapons and affects, and thrown into the Winter Wolf's old cage for safekeeping.
Azalea introduced herself as a Cleric of the Sovergn Host--which included Dol Arrah, and explained how she and Maxwell had known eachother for a long, long time. Maxwell addressed her like an old mentor, and Azalea treated him in kind. She continued to explain how she use to work for the shrine of Pharos, but found Peony too difficult to bear. Her opinion of this awful halfling woman seemed to be almost as abysmal as Swindle's. The caravan continued westward, with Peony in tow and Azalea travelling with them--and something about the cleric reminded him a great deal of Allswell...perhaps it was her gentle but assertive disposition, or perhaps her kindly nature or maybe--
In an offhand comment, Azalea suggested to Swindle that he take less time worrying about his outward appearances and vest some of that care into what he's been neglecting to nurture on the inside. This sent him into a spiral of self-pity and misery for a while, and he didn't really go out of his way to interact with Azalea much after that. That is, until the caravan arrived Blackbough. Blackbough was a hole of a town. Cold winds blew up from the sheer, stony cliffs, the salt battered away at the tar-blackened houses. The skies hung grey and dreary overhead, and the moisture in the air threatened rain that never came. The people here all appeared exhausted, with dark bags under their eyes, and no energy to spare for pleasantries. It didn't take long for the group to learn that no one in this small, dingy town was getting any sleep. (WIP)
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