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Chapter 1: The Whispering Cairn


bwatford

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PC

Thodin Eversharp Dwarven Paladin 1Thodin.png.94f4c89b43ed50684ae363f0c135b859.png


AC: 18 (chain mail & shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 
Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1


"I see a Tee intersection further down the hallway. Let’s take it slow through here. I agree with Riffraff, A weakening poison may just set us up for a bigger trap.” Thodin suggests. He waits for traps to be searched before leading the troop down the hallway.

Mechanics

Main Hand: empty
Off Hand: Shield


Action: Stonecunning check & Underground Adept feature to divine the airflow down here
Bonus Action: -.
Move: S enough to allow everyone time to breath clear
Manipulate: -.

     
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Sunny Suel Barbarian 1image.png.79a14e4028f6c8fa7eae9968324330f6.png


16.14.16.8.10.10 | init +2 | AC 15 | HP 15/15 | HD 1

Animal Handling +2, Athletics +5, Intimidation +2, Perception +2, Performance +2

Rage: OX


When Armando mentioned spiders "Hmm, you know...I bet they all died. That was a huge cobweb upstairs, I didn't see any cocoons or whatever. So what did they do for food. Wait, lets think this through, they carried that lantern from death's rest up to the wolf den, then built a nest and starved?" Sunny really thought she was onto something, a random neuron firing in some freak accident. "...then again, I didn't see any spider corpses either."

The Suel was happy to let the other take the lead in exploring the ruin. What was supposed to be a humble burial site had evolved into an intricate trap, with mechanus and magic far beyond anything she had seen outside her corrupted dreams. "And who are these people that want to be seen, and remembered? I can't tell if they are brothers or sisters. Were they killed by the storm, or did they belch it forth like those oil spewers back there?"

Sunny traced the branches of lightning with her eyes, until going firmly cross-eyed. 


Poison Effects: -2 on strength-based attacks, damage, saves, and ability checks.

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PC

Allera Lorabelis   Half-elf Wizard 1 Allera Lorabelis


AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 
Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13
Arcane Recovery: 1/1 | DM Inspiration: 0/0


Now, when she could breathe normally, Allera could look around too. The poison effect was very unpleasant and Allera became very careful again, letting others, more attentive than her, take the lead. She, herself, began to quietly chant the words of magical vision. Just in case.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Ritual casting of Detect Magic for the next 10 min
Bonus Action:
Move:
Manipulate: Your one free object interaction goes here.

     

 

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Dungeons & Dragons 5e with DM BWatford


Theodin and Riffraff cautiously advanced towards the next set of alcoves, that were filled with statues, while vigilantly scanning for any signs of danger.

Sunny lingered by the stone slab, allowing everyone else to go ahead before resuming her position at the back once more.

Allera and Allatia assumed the middle position, with Allatia relinquishing her usual leading role to Riffraff, who was more adept for the current task—avoiding further traps. Allatia was indifferent; the gas seemed to have taken a heavier toll on her, leaving her feeling profoundly weakened, to the point where even her armor felt oppressively heavy on her shoulders.

Having reached the second alcove safely and without incident, the group continued on to the third alcove in the same manner.

At the third and final set of statues, the leading pair allowed themselves a brief sigh of relief. But it was only momentary.

Riffraff was horrified to witness the entity emerge from behind the eastern statue where it had been concealed. Could it even be classified as a creature? It appeared as nothing more than an amorphous mass of red, gooey flesh that oozed from behind the statue. The flesh of the entity piled upon itself, squelching as it formed a formidable, hungry barrier, drawn to the presence of life.

The creature's head morphed into a flower-like maw that lashed out, striking Riffraff with such force that he was rendered unconscious instantly. The petals of the maw enveloped his head, hoisting him off the ground in a vice-like grip.

image.png.270a938c06626148aca515e09c04ff85.png

THE WHISPERING CAIRN

The Cairn Hills
(Two hours E of Diamond Lake)
8:07 pm
Moonday the 9th of Reaping, 595 CY

WE ARE In COMBAT

Combat. Everyone is up.

Combat Conditions: Riffraff is unconscious, grappled and dying.

Poison Effects: Everyone except for Thodin and Allatia has -2 on strength-based attacks, damage, saves, and ability checks. Allatia has disadvantage on strength-based attacks, damage, saves, and ability checks.

Map Information: Please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E).

Skill Checks
If you are proficient in Arcana then you may make an Arcana check to try and identify the creature.
Please do not read the spoiler if you do not make the check.

Arcana DC 11

Minor Malleable

Consumers of Psychic Power.
Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.

Many Shapes. Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.

Our Powers Combined. Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.

Ancient Knowledge Hoarders. It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten.

Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.

 

Active Maps


WHISPERING CAIRN


 

Lair of the Architect

 

Bookkeeping

PASSIVE PERCEPTION

Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11

INITIATIVE

ROUND 1

Unidentified Creature

PC's

MECHANICS

RIFFRAFF
Takes 13 hit points of bludgeoning damage from unknown creature.
Has 0 of 9 hit points remaining.
Is unconscious.
Is grappled.

CONDITIONS

ALATIA
Has the Yellow Lantern (Everburning)
Has disadvantage on strength-based attacks, damage, checks, and saves.

ALLERA
Has -2 on strength-based attacks, damage, checks, and saves.

ARMANDO
Has -2 on strength-based attacks, damage, checks, and saves.

RIFFRAFF
Has -2 on strength-based attacks, damage, checks, and saves.
Is unconscious.
Is grappled.

SUNNY
Has -2 on strength-based attacks, damage, checks, and saves.

DESCRIPTIONS

GRAPPLED

  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated (see the condition).
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

INCAPACITATED

  • An incapacitated creature can’t take actions or reactions.

UNCONSCIOUS

  • An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
  • The creature drops whatever it’s holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
ALATIA CARNWHEAT

Hit Points: 10/10
Hit Dice: 1/1
Warding Flare: 3/3 *L
Spell Slots: (+5, DC 13) *L

  • 1st Level: 1/2

DM Inspiration: 1/1

ALLERA LORABELIS

Hit Points: 8/8
Hit Dice: 1/1
Arcane Recovery: 1/1 *L
Spell Slots: (+6, DC 14) *L

  • 1st Level: 2/2

DM Inspiration: 1/1

ARMANDO RAILWALKER

Hit Points: 9/9 (gnome cunning)
Hit Dice: 1/1
Pact Magic: (+4, DC 12) *L

  • 1st Level: 1/1

DM Inspiration: 1/1

RIFFRAFF

Hit Points: 9/9
Hit Dice: 1/1
DM Inspiration: 1/1

SUNNY

Hit Points: 15/15
Hit Dice: 1/1
Rage: 1/2 *L
DM Inspiration: 1/1

THODIN EVERSHARP

Hit Points: 13/13 (RESIST: poison SAVADV: poisoned)
Hit Dice: 1/1
Divine Sense: 3/3 *L
Lay on Hands: 5/5 *L
DM Inspiration: 1/1

 

 

Name
Allatia Constitution Save
10
1d20+2 8
PC Initiative
50.333333333333336
6d20+8/6 15,3,7,9,13,2
PC Average
9.833333333333334
+59/6
Unknown Creature Initiative
17
1d20-1 18
Fleshy Tendril attacks Riffraff
5
+5
Redo above roll, forgot the d20
24
1d20+5 19
Bludgeoning Damage
13
2d6+3 5,5
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PC

Thodin Eversharp Dwarven Paladin 1Thodin.png.94f4c89b43ed50684ae363f0c135b859.png


AC: 18 (chain mail & shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 
Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1


"By Ulaa's beard! What is that thing?!" Thodin roars as he pulls his warhammer from his belt.

"Be careful! That thing has Riffraff!" He continues while shifting to attack the aberration! From the low guard position, he swirls his warhammer to avoid hitting Riffraff and then brings the hammer down on the body of the creature.

Mechanics

Main Hand Warhammer
Off Hand Shield


Use Object Ready warhammer
Move SE
Action Attack thing
Bonus Action -

     
Edited by JubalBreakbottle (see edit history)
Name
Attack thing
17
1d20+5 12
if hit, bludgeoning damage
8
1d8+3 5
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Sunny Suel Barbarian 1image.png.79a14e4028f6c8fa7eae9968324330f6.png


16.14.16.8.10.10 | init +2 | AC 15 | HP 15/15 | HD 1

Animal Handling +2, Athletics +5, Intimidation +2, Perception +2, Performance +2

Rage: OX


Sunny rushed forward, gripping her lute at the neck and bashing the thing senseless with a dire musical note. For a moment it looked like the undulating oddity was getting tangled up in the strings, but she wasn't so confident she could pull it off the fallen mouse-man...


Poison Effects: -2 on strength-based attacks, damage, saves, and ability checks.

ooc: move 5 squares S if possible, ending on far side of fallen Riff

Edited by Cointhief (see edit history)
Name
Attack
20
1d20+5-2 17
Lute Dmg
3
1d4+3-2 2
Bonus Grapple
6
1d20+5-2 3
Opposed Grapple by Malleable
20
1d20+3 17
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PC

Allera Lorabelis   Half-elf Wizard 1 Allera Lorabelis


AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 
Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13
Arcane Recovery: 1/1 | DM Inspiration: 0/0


Three glowing darts of magical force zipped past Thodin towards the creature to bite into that mountain of flesh. Ayllera did it on instinct even before her mind fully comprehended what is going on.

Then realization hit her. "Malleable! This is how that monster is called. A true monster it is, drains victims of life, and absorbs the body. Horror incarnate!"

All of this Allera half shouted/half gasped out loud.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: (Guess Detect Magic never hold) Magic Missile. Will roll 3 times, as some people calculate each dart separately.
Bonus Action:
Move:
Manipulate: Your one free object interaction goes here.

     

 

Edited by Dixi (see edit history)
Name
Arcana
12
1d20+5 7
MM 1
5
1d4+1 4
MM2
3
1d4+1 2
MM3
2
1d4+1 1
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PC

Alatia Carnwheat Human Cleric 1 b7f305c560c4add2995ae335bd1cbd2f.jpg


AC: 15 (scale mail and shield) | HP: 10/10 | Initiative: -1 | Passive Perception: 18 
Spell Slots: 1st 1/2 | Spell Attack: +5 | Spell DC: 13
Warding Flare: 3/3 | DM Inspiration: 0/1


Alatia sprang into action, her training had prepared her for this moment. Yet, in her weakened state, she moved hesitantly, lumbering forward with the lantern held aloft. She maneuvered past the fray, positioning herself just beyond and behind the skirmish flanking Riffraff. With a firm brace of her shield against the wall, she stooped to place the glowing yellow lantern on the ground at her feet.

Pushing off the wall, she braced herself as best as possible and raised the shield high with Pelor's symbol facing the creature and Riffraff as she started her prayer....

"O Radiant Pelor, whose light heals all,
Bless this soul with your warmth and call.
Mend the flesh and soothe the pain,
With your touch, let health regain."

... as she recited the final words, she extended her hand to rest upon her companion's back, channeling the healing energy from herself into him. Once completed, she stumbled backward, leaning once more against the wall for support.

Mechanics

Main Hand: Empty
Off Hand: Shield

Conditions: Disadvantage on strength based checks, saves, and attacks.


Action: Cast Cure Wounds.
Bonus Action: Your bonus action goes here.
Move: SW, S, S (15 feet)
Manipulate: Set lantern down at her feet.
Reaction: Will use warding flare if attacked.

     

 

Name
Cure Wounds on Riffraff
5
1d10+3 2
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Riffraff

 Ratfolk, Scoundrel - Rogue 1image.png.5ef1191979de0d01f9f98f3d1d0feefe.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 15 | HP: 5/9 | Init: +3 | PP: 15

Sneak Attack: 1d6 | DM Inspiration: 0


Riffraff barely had time to gasp before the monstrosity lunged at him and then...

From the black void he stirred, vaguely aware of a voice and a healing light that pushed back the darkness.

With a squeal he came round, aware of the fleshy maw that gripped him."Eeeeekkkk!!!!! Get...offfaaaa...meeeee!" he squealed as he wriggled his way free and backed away carefully, shaking the gloop out of his ears and pulling out his sling to ready some retaliation.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Athletics check - break grapple
Bonus Action: disengage
Move: N, W, N
Manipulate: pull out sling

Notes: -2 on STR saves,att,dam, ab.ch

     
Edited by MysteriousMiller (see edit history)
Name
Break grapple (acro)
25
1d20+5 20
Malleable AoO on Riffraff
7
1d20+5 2
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Armando Railwalker Gnomish Warlockimage.png.3addf472ab702bf61916a9a2a03fa8d7.png


AC: 13 (leathers) | HP: 9/9 | Initiative: +2 | Passive Perception: 11
Spell Slots: 1st 1/1 | Spell Attack: +4 | Spell DC: 12
DM Inspiration: 0/1


 
The gnome's view had been down and away, and more directly, it had also been looking for tiny things crawling about to prove his theory.
 
The commotion broke him from his search and he looked up to see the horrible creature all but eat Riffraff. He stumbled backwards into the wall and his face distorted into madness. The back of his head stopping only because of the cool stone wall behind him.
 
He clamored to get his crossbow out and loaded, hands shaking and eyes blurry. He raised it up but couldn't get an immediate shot with the crowd of people around both the ratfolk and the monster. It was then that he realized not being able to see the creature fully and clearly was more scary than when it had first appeared.
 
If the grotesque thing showed it's gaping maw again around that corner, he was going to shoot it.
 

 

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: fire crossbow once Riffraff is away from it's grasp.
Bonus Action:
Move: load crossbow
Manipulate: draw weapon

     
       
Name
Attack : Crossbow
5
1d20+4 1
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Dungeons & Dragons 5e with DM BWatford


Sunny charged ahead, clutching her lute by the neck and striking the creature senseless with a grim chord. For a moment, it seemed as though the writhing anomaly was ensnared in the strings, yet she was unable to extricate the stricken mouse-man.

Three darts of magical force, glowing with energy, whizzed past Thodin and struck the creature, sinking into the massive flesh. Allera acted on instinct, launching the attack even before her mind fully grasped the situation. The darts tore through the flesh, ripping and shredding as they burrowed in.

Alatia pushed off the wall, steadying herself before lifting her shield, emblazoned with Pelor's symbol, towards the creature and Riffraff. She began her prayer, and as she uttered the final incantation, she placed her hand on her companion's back, transferring her healing energy into him.

With a squeal, Riffraff came to, conscious of the fleshy maw that had seized him. He squirmed free and retreated, the creature lashing out again in an attempt to reclaim its catch. As Riffraff moved beyond its reach, he shook the slime from his ears and drew his sling, preparing to retaliate.

Armando scrambled to ready his crossbow, his hands trembling and vision blurred. He aimed but couldn't find a clear shot due to the throng of people surrounding both the ratfolk and the beast. It was at that moment he understood that not seeing the creature in full clarity was more terrifying than its initial emergence.

The fleshy mass moved across the floor, its segments tumbling and turning over each other, leaving a trail of marred flesh in its wake. Upon reaching the hallway, it directed its attention towards the cleric—was it her frailty it sensed, or her restorative aura? Regardless, it lashed out with a fleshy appendage, but Alatia was prepared, deftly stepping aside and evading the tendril's strike entirely.

Its next act was as impressive as it was swift; the creature scooped up the yellow lantern at Alatia's feet and absorbed it into its mass, extinguishing the light. Darkness enveloped everything and everyone. The entity was more intelligent than they had anticipated. Then, a chorus of voices resonated within their minds, voices that was unmistakably non-human, gravelly in tone, declaring, "Resistance is futile. You will be assimilated into our superior form."

 

THE WHISPERING CAIRN

The Cairn Hills
(Two hours E of Diamond Lake)
8:07 pm
Moonday the 9th of Reaping, 595 CY

WE ARE In COMBAT

Combat. Everyone is up.

Poison Effects: Everyone except for Thodin and Allatia has -2 on strength-based attacks, damage, saves, and ability checks. Allatia has disadvantage on strength-based attacks, damage, saves, and ability checks.

Map Information: Please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E).

Active Maps


WHISPERING CAIRN


 

Lair of the Architect

 

Bookkeeping

PASSIVE PERCEPTION

Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11

INITIATIVE

ROUND 2

Unidentified Creature

PC's

MECHANICS

ALATIA
Used one first level spell slot (0 of 2 remaining)

ALLERA
Used one first level spell slot (1 of 2 remaining)

RIFFRAFF
Gains 5 hit points from Alatia's Cure Wounds.
Has 5 of 9 hit points remaining.

MINOR MALLEABLE
Takes 8 hit points of bludgeoning damage from Thodin's warhammer.
Takes 3 hit points of bludgeoning damage from Sunny's lute.
Takes 10 hit points of force damage from Allera's Magic Missile
Has taken a total of 21 hit points of damage.
Is heavily wounded.

CONDITIONS

ALATIA
Has disadvantage on strength-based attacks, damage, checks, and saves.

ALLERA
Has -2 on strength-based attacks, damage, checks, and saves.

ARMANDO
Has -2 on strength-based attacks, damage, checks, and saves.

RIFFRAFF
Has -2 on strength-based attacks, damage, checks, and saves.

SUNNY
Has -2 on strength-based attacks, damage, checks, and saves.

DESCRIPTIONS

Not in Use!!

ALATIA CARNWHEAT

Hit Points: 10/10
Hit Dice: 1/1
Warding Flare: 3/3 *L
Spell Slots: (+5, DC 13) *L

  • 1st Level: 0/2

DM Inspiration: 1/1

ALLERA LORABELIS

Hit Points: 8/8
Hit Dice: 1/1
Arcane Recovery: 1/1 *L
Spell Slots: (+6, DC 14) *L

  • 1st Level: 1/2

DM Inspiration: 1/1

ARMANDO RAILWALKER

Hit Points: 9/9 (gnome cunning)
Hit Dice: 1/1
Pact Magic: (+4, DC 12) *L

  • 1st Level: 1/1

DM Inspiration: 1/1

RIFFRAFF

Hit Points: 5/9
Hit Dice: 1/1
DM Inspiration: 1/1

SUNNY

Hit Points: 15/15
Hit Dice: 1/1
Rage: 1/2 *L
DM Inspiration: 1/1

THODIN EVERSHARP

Hit Points: 13/13 (RESIST: poison SAVADV: poisoned)
Hit Dice: 1/1
Divine Sense: 3/3 *L
Lay on Hands: 5/5 *L
DM Inspiration: 1/1

 

 

Name
Attacks Alatia
10
1d20+5 5
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Riffraff

 Ratfolk, Scoundrel - Rogue 1image.png.5ef1191979de0d01f9f98f3d1d0feefe.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 15 | HP: 9/9 | Init: +3 | PP: 15

Sneak Attack: 1d6 | DM Inspiration: 0


"Not bloody likely!" shouted the ratling as the inhuman voice intruded into his mind. Riffraff had been all but swallowed by the hideous creature, and had no intention of allowing it to "assimilate" him once more!

Still able to make out the creature despite the darkness, he let fly with a stone, stepping sideways to get out of the line of fire of Alatia's spells and Armando's wild crossbow bolts.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Sling attack (adv pack tactics)
Bonus Action: none
Move: E, N
Manipulate: none

Notes: -2 on STR saves,att,dam, ab.ch

     
Edited by MysteriousMiller (see edit history)
Name
Sling attack (adv)
20
keep(2d20,highest)+5 15,10
Damage (if hit)
4
1d4+3 1
SA damage (if hit)
3
1d6 3
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PC

Thodin Eversharp Dwarven Paladin 1Thodin.png.94f4c89b43ed50684ae363f0c135b859.png


AC: 18 (chain mail & shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 
Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1


Thodin exhales when Alatia sends healing life into Riffraff. He knew that that Peloran would be useful.

Refocusing on the monster, the dwarf struggles to assess its motion, mass of muscles, and toothed maw looking for any resemblance to a known creature. Then, it quenches their magical light! The tactic and then the telepathy shocks him twice, 'you're intelligent? What are you?' He instinctively replies.

In the darkness, he sees Alatia and Sunny start to struggle. "It slithered toward the opposite statue!" He calls out to his companions, so they might target it, while he brings his warhammer from its backswing toward the monster again. The hammer impacts the rubbery body with a thud.

Mechanics

Main Hand Warhammer
Off Hand Shield


Use Object -
Move -
Action Attack thing
Bonus Action -

     
Edited by JubalBreakbottle (see edit history)
Name
Attack thing
20
1d20+5 15
if hit, bludgeoning damage
5
1d8+3 2
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Sunny Suel Barbarian 1image.png.79a14e4028f6c8fa7eae9968324330f6.png


16.14.16.8.10.10 | init +2 | AC 15 | HP 15/15 | HD 1

Animal Handling +2, Athletics +5, Intimidation +2, Perception +2, Performance +2

Rage: OX


Blinded, Sunny closed her eyes and concentrated. A sixth sense tickled her spinal column, sending her psyche into hyper-awareness. The indominable warrior strode forth with a powerful swing...and delivered a clumsy slap to one of the storm belching statuettes. Grasping at the chiseled pectorals in the darkness "Oof! Sorry, cousin! Anyone got a light?"


Poison Effects: -2 on strength-based attacks, damage, saves, and ability checks.

Edited by Cointhief (see edit history)
Name
Attack
14
1d20+5-3 12
Lighting Disadvantage
4
1d20+5-3 2
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PC

Allera Lorabelis   Half-elf Wizard 1 Allera Lorabelis


AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 
Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13
Arcane Recovery: 1/1 | DM Inspiration: 0/0


Allera only read about such creatures before (fortunately) and now, no doubt as a result of a shock, vividly imagined the page in the book with black and white illustration and a strange comment on the side "Borg".

She shook her head, getting rid of the vision and squinted into the darkness. Allera could see the creature all right, but according to the book, could do nothing to it.

She tried nevertheless, pitting her own mind against the collective mind of the creature.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Mind Sliver. Hope the effect can stack. (Int save DC13)
Bonus Action:
Move:
Manipulate: Your one free object interaction goes here.

     

 

Edited by Dixi (see edit history)
Name
Malleable INT save
12
1d20+4 8
Psychic Damage
4
1d6 4
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