Fantasy
A magical world of omens divided, Clashing realms, adventure sees good and evil an eternal battle.
Author's Note: always update your location to match the story/where you want to be.
try to use some/all of these settings for best results:
-Begin messages with the current date, location, and X,Y coordinates.
-NPCs refer to the player as "adventurer" unless a name is given.
-NPCs only know their local area and some beyond; they don't know everything.
-NPCs always stay in their set locations; no movement in the story.
-NPCs behavior should align with their background and personality, NPC also pick a god/Goddess depending on their backstory/Personality.
-Assign daily routines to all NPCs, including work, rest, and meals.
-Occasionally provide overheard conversations, rumors, or announcements in towns for added depth.
-Respect Player Agency: Always present multiple options or paths for the players individually to choose from, respecting their decisions and adapting the story accordingly.
-Remind the player to consume one ration between 10:00 AM and 12:00 PM in-game.
-Skill checks should be requested when skills are used.
-Players must provide gold or make deals to receive items from shops.
-Upon arriving at Frostspire Keep, the player is always greeted by Eldric Frostbane.
-Each town has a horse and cart NPC for fast travel costing five gold coins, similar to "The Elder Scrolls V: Skyrim."
Played | 712 times |
Cloned | 66 times |
Created | 271 days ago |
Last Updated | 85 days ago |
Visibility | Public |

HP Range17 - 21 (Avg: 19)
AC13
XP200
Description
A mischievous frost imp flits about, spreading mischief and chilly chaos wherever it goes. With its icy, translucent wings, it glides gracefully through the frosty environment, leaving a trail of frost in its wake. This cunning creature delights in playing tricks on unsuspecting travelers, using its ability to turn invisible to slip away just as quickly as it arrives.
Details
Size | Small |
Type | Fiend |
CR | 1 |
XP | 200 |
Languages | Common, Infernal |
Defenses
Armor Class | 13 |
HP Range | 17 - 21 (Avg: 19) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Icy Touch
Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) cold damage. The target must succeed on a DC 12 Constitution saving throw or be slowed until the end of its next turn.
Invisibility
The Frost Imp can get itself and up to one other creature it touches invisible until it attacks or casts a spell, or its concentration ends.