<br/><div class="floatright">(https://i.imgur.com/GZmWeEu.jpg)<br/><div class="floatright"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body">Cinder<br/><span class="bbc_size" style="font-size: 8pt;"><em>Half Elf Rogue Arcane Trickster 8 CG</em><br/><strong>Background</strong> Entertainer --<br/><strong>AC</strong> 15 [Studded Leather] <strong>HP</strong> 43 <strong>Speed</strong> 30ft <strong>Init</strong> +3<br/><strong>Str</strong> 10 (0) <strong>Dex</strong> 18 (4) <strong>Con</strong> 10 (0) <strong>Wis</strong> 12 (1) <strong>Int</strong> 14 (2) <strong>Cha</strong> 16 (3) <br/><strong>Attacks</strong> per Action/1 <strong>Dagger +2</strong> +9 1d4+6 <strong>Dagger</strong> +7 1d4+4 <strong>Rapier</strong> +7 1d8+4  <strong>Shortbow</strong> +7 1d6+4<br/><strong>Spell DC</strong> 13 (DC 8 + 5 mod)<br/><strong>Cantrips</strong> Mage Hand, Minor Illusion, Prestidigitation<br/><strong>Magic</strong> Spell Slots: Lvl 8 = 4,2<br/>     1st: Charm Person, Detect Magic, Grease, Sleep<br/>     2nd: Invisibility, Suggestion<br/><strong>Skills</strong> <em>Acrobatics 7</em>, Animal Handling 1, <em>Arcana 5</em>, Athletics 2, <span class="bbc_u"><em>Deception 8</em></span>, History 2, Insight 1, Intimation 2, Investigation 2,  Medicine 1, Nature 2, <em>Perception 4</em>, <em>Performance 5</em>, <em>Persuasion 5</em>, Religion 2, <span class="bbc_u"><em>Sleight of Hand 10</em></span>, <span class="bbc_u"><em>Stealth 10</em></span>, Survival 1<br/><strong>Tools</strong> Thieves' Tools 7, Disguise kit 3, Lute 3<br/><strong>Magic Items:</strong> <em>Dagger +2</em>, <em>Chime of Opening</em>-- Strike it as an action, pointing it at an object within 120ft of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. 2 uses/day.<br/><strong>Items:</strong>Adventurer's Backpack with gear, torches, sleeping bag, rations<br/></span><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 8pt;"><br/><strong>Cunning Action.</strong> As a bonus action, Dash, Disengage, or Hide (once/turn)<br/><strong>Uncanny Dodge.</strong> As a reaction, Halve the damage from an attacker you see that hits you.<br/><strong>Evasion.</strong> When you succeed on a DEX save to take 1/2 damage, you take none. If you fail, you take 1/2 damage.<br/><strong>Fey Ancestry.</strong> Advantage on charmed saves and immune to sleep magic.<br/><strong>Lucky.</strong> You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, spend a luck point to roll an additional d20. You can choose to use a luck point after you roll the die but before the outcome is determined. You choose which result you want to use. You can spend a luck point if an attack roll is made against you. Choose the attacker's roll or yours. You regain expended luck points after a long rest.<br/><strong>Sneak Attack.</strong> 4d6 extra damage on an attack where you have advantage or another enemy of creature is within 5ft (1/turn)<br/><strong>Spellcasting</strong> per Arcane Trickster<br/><strong>Thieves' Cant.</strong> Convey  a secret message hidden in normal conversation.<br/></span></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Magic spell descriptions</div><div class="spoiler_body">Verbal means you speak a magic word to activate it.<br/>Somatic means you make a hand gesture to activate it.<br/>Material means you need a component that burns up in the magic's activation (usually ignored, unless there is a GP cost involved)<br/>Concentration means you can only concentrate on maintaining one spell at a time. You lose concentration if you cast another before the duration is up.<br/><br/><strong>Mage Hand </strong>- 1 action, 30ft, 1minute (Verbal, Somatic)<br/>acts like a floating spectral 3rd hand. You can use it to manipulate an object, open an unlocked door or container, stow and retrieve things from bags, pour out vials, etc. It can't attack, activate magic items, or carry/pull more than ten pounds.<br/><br/><strong>Minor Illusion</strong>- 1 action, 30ft, 1minute (Somatic, Material)<br/>Create a sound or image of an object that lasts for an hour. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, drums, anything you choose. If you create an object such as a chair, footprints or a small chest it can be no larger than a 5ft cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction reveals it to be an illusion because things can pass through it.<br/><br/><strong>Prestidigitation</strong>- 1 action, 10ft, 1hr, (Verbal, Somatic)<br/> This spell is a minor magical trick that novice spellcasters use for practice. Some of the things you can do with it are:<br/>-You can create an instantaneous harmless sensory effect like sparks, a puff of wind, or odors<br/>-You can instantaneously light or snuff a candle, a torch, or a small campfire<br/>-You can clean or soil an object no larger than 1 cubic foot<br/>-You chill, warm, or flavor up to 1 cubic foot of nonliving material for an hour.<br/>-You make a color, a small mark, or a symbol appear on an object or surface for an hour.<br/>-You can create a nonmagical trinket or illusory image that can fit in your hand that lasts for a turn.<br/><br/><strong>Charm Person</strong> 1 action, 30ft, 1hr, (Verbal, Somatic)<br/>You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. <strong>At Higher Levels.</strong> You can target one additional creature for each slot level above 1st. The creatures need to be within 30ft of each other when you target them.<br/><br/><strong>Detect Magic</strong> 1 action, Self, Concentration up to 10minutes, (Verbal Somatic)<br/>For the duration, you sense the presence of magic within 30ft of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.<br/><br/>The spell can penetrate most barriers, but it is blocked by 1ft of stone, 1inch of metal, a thin sheet of lead, or 3ft of wood or dirt.<br/><br/><strong>Grease</strong> 1 action, 60ft, 1minute, (Verbal, Somatic, Material)<br/>Slick grease covers the ground in a 10ft square centered on a point within range and turns it into difficult terrain for the duration.<br/>When the Grease appears, each creature standing in its area must succeed on a DEX saving throw or fall prone. A creature that enters the area or end its turn there must also succeed on a DEX saving throw or fall prone.<br/><br/><strong>Sleep</strong> 1 action, 90ft, 1minute (Verbal, Somatic, Material)<br/>This spell sends creatures into a magical slumber. Roll 5d8; the total is how many Hit points of creatures this spell can affect. Undead and creatures immune to being charmed aren't affected by this spell. <strong>At Higher Levels</strong>add an additional 2d8 for each slot above 1st.<br/><br/><strong>Invisibility</strong> 1 action, Touch, Concentration, up to 1hr (Verbal, Somatic, Material)<br/>A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for the target that attacks or casts a spell. <strong>At Higher Levels</strong>you can target one additional creature for each slot above 2nd.<br/><br/><strong>Suggestion</strong> 1 action, 30ft, Concentration up to 8hours, Verbal, Somatic, Material)<br/>You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking a creature to stab or injure itself, or other obviously harmful act ends the spell. The target makes a WIS saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. you can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give his warhorse to the first beggar she meets. if the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target the spell ends.<br/></div></div></div></div></div></div>While Rorg spends the last few seconds of his life poisoning the soil with his blood, Cinder makes her way down the tree. She spends the next few minutes giving any survivor the mercy, collecting any arrows that aren’t broken, and searching the dead for any worthy spoils--not that she expects to find much.<br/><br/>She leaves the dead where they lie and moves quickly in the direction of the black stones, intent on putting as much distance between herself and the scene as possible. Predators are drawn to death, and she doesn’t want to be around when scavengers come lurking.<br/><br/>A little more than halfway to the clearing, Cinder finds a clear spring and takes a break. She strips nude and climbs in, shuddering at the cold, nipples going hard as diamonds. She lets out a long sigh as she eases back on a smooth rock and wriggles her toes contentedly. She tends her wounds, washing them clean.<br/><br/>She longs for the company of a man. Not for protection, or even conversation. It is an open question, Cinder’s lineage. True, she is at half-elf by birth, but her mother was less than true elf herself. She descends from a long line of adventurous women, many of whom enjoyed dalliances with beings not entirely of this world, from fey to fiend, from celestial to savage. If it has a cock, chances are she has tried to fuck it. She likes women, too, but for much different reasons. There will always be a place in Cinder’s life for boobs. But cock…<br/><br/>Cinder is pretty sure the trait is inherited, but it could also be something she just picked up along the way. She’s not even sure when she first realized that jizz had certain supernatural properties for her. It helps that she loves the stuff. Loves the way it tastes, loves the way it feels under her tits and between the cheeks of her ass. She can tell elf jizz from human jizz by scent alone. She can tell the jizz of a paladin from the jizz of a wizard by taste. It keeps her young and healthy, heals her wounds, revitalizes her skin.<br/><br/>But sex with men isn’t the only thing she thinks about.<br/><br/>Her mind drifts to a similar pool hidden deep within the woods of her old home. A tentacle-beastie dwelt there, and the two spent many an afternoon entwined, her in the throes of passion, it feeding of her sexual energy. It was a mutually beneficial arrangement right up until the point it got emotionally involved and started scrawling bad poetry in the sand for her to find.<br/><br/>She had to ditch after that, but every time she discovers a new spring, Cinder can’t help but yearn for the familiar touch of writhing mass curling around her foot and slowly snaking up her thigh…<br/><br/>Afterward, she naps, on a bare slice of rock, in the sun, fully nude. Cinder has never been embarrassed by her own body, and is a light-enough sleeper to trust her ears to alert her to any danger.<br/><br/>The sun is starting to set when Cinder reaches the clearing. She approaches cautiously, eyes wide open, ears pricked for any stray sounds. Bow in hand, moving at a crouch, approaches the ring of stones.<br/>