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Session 2: Eldritch


GM Saint

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Murdain.png.7541035011445ee62ce0a68e221882f9.pngMurdain Shattershield


Class: Rogue(Soulknife) 3 | AC: 14+1 | HP: 30/30 | Prof: +2 | Init: +3 | PP: 14 | Speed: 30ft


SavesStrength: +0
Dexterity: +5
Constitution: +2
Intelligence: +1
Wisdom: +2
Charisma: -1
 | Special AbilitiesDarkvision 60ft
Sneak Attack: 2d6
Cunning Action: Bonus to Dodge, Dash, Hide.
Psionic Power: 4d6, LR. Recharge 1/SR as a Bonus Action. 4/4
Psi-Bolstered Knack: Add Psionic Die, expend on success only, when failing Ability Check or Tool with Prof.
Psychic Whispers: Telepathy for 1d6 hours, 1mile. Prof target +you. Action. Free 1st time.
Psychic Blades: 1d6/1d4. Simple [Light] Melee Finesse Thrown. Range 60ft.
 | AttacksPsionic Blade | +5 | 1d6+3 Psychic / 60
Psionic Dagger | +5 | 1d4 Psychic / 60
Shortsword | +5 | 1d8+3 Slashing
Dagger | +5 | Piercing / 20/60
Shortbow | +5 | 1d6+3 Piercing / 80/320
 | ToolsThieves Tools: +5
Woodcarver's Tools: +5
 | Skills+Athletics: +2
+Acrobatics: +5
++Stealth27: +7
Sleight of Hand: +3
Arcana4: +1
Nature: +1
History: +1
Religion: +1
+Investigation +3
Animal Handling: +2
Medicine +2
Insight +2
+Perception: +4
Survival: +2
++Deception: +3
Performance: -1
Intimidation: -1
Persuasion: -1


ConditionsTale of the Traveller: +4 THP, +1 AC, +10ft Speed. Lasts until THP is expended. | Death SavesFailed: 0/3
Succeeded: 0/3
 | Hit Dice3d8: 0 Used.
 |
Lucky5: 2/2|  Psionic5: 4/4InventoryA crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp, Cloak of Elvenkind, thieves' tools, woodcarver tools, 2x daggers
Leather armor, explorer's pack(backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.), Shortsword, shortbow, 20x arrows


Murdain grunted and finished his breakfast. "Fine." He got up and collected the tentacle, wrapping it up once again. "I suggest we head back to where we met after Barkvin's done. Might be easier to pick up a trail." ~"If you're willing to turn into something with a keen nose."~ He added silently to Souris, before glancing at Aria. "If you need help, let us know. Just stay out of trouble, yourself." He left the squirrel on the table and headed for the door.


OOC/Mechanics

Action: 
Bonus Action: 
Free Action: 
Move: 

 

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https://www.myth-weavers.com/attachment.php?attachmentid=107520&stc=1&d=1667330676Name Barkvin | Class Cleric 3 | AC: 18 | HP: 30/30 | Prof: +2 | PP: 13 | Saves: Str +2 / Dex +1 / Con +2 / Int +0 / Wis +5 / Cha +1 | Luck: (2/2) | Channel Divinity: (1/1)

 

Special Abilities darkvision, Warcaster, Disciple of Life, Turn Undead, Preserve Life | Attacks: Mace | +4 | 1d6+2 bludgeoning, Light Crossbow | +3 | 1d8+1 piercing (80/320)

Cantrips: Light, Spare the Dying, Sacred Flame  Prepared Spells | Spell DC: 13 | Spell Attack +5

Level 1 | (4/4) | Command, Bless (+d4), Bane (-d4), Cure Wounds (1d8+6 healing), Healing Word (1d4+6 healing), Inflict Wounds (3d10 necrotic)
Level 2 | (2/2)  | Hold Person, Zone of Truth, Lesser Restoration, Spiritual Weapon (1d8+3 force)


 

Barkvin gets up and pays for his meal.  "Argh, don't worry it won't take too long it is only a little bit out of the way to the shack in the woods.  It is funny that you say that about wizards.  The lady I buried there was a magic using sort, but she couldn't control her powers.  Her magic was what killed her in the end.  Weird and wild magic you might say."  He shoulders his pack and will make his way over to the door and wait for the others to finish their food and conversations.  He looks a little melancholy. 

 

OOC:  Not trying to rush anyone, but Barkvin is ready to leave whenever everyone else is.

 

Mechanics

Bonus Action: none

Move: none

Action: none

 

 

Edited by GM Saint (see edit history)
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Screenshot-20221031-063129.png.e20281c2da35b0e6c02db914a986139f.pngName: Ved Kith (AKA Kirit)  |  Class: Fighter 3 

AC: 16+1 | HP: 36/36 | Hit dice: 3/3d10

SR Abilities: SDice: 4/4d8; DC 13 | Action surge 1/1 | 2nd Wind 1/1

LR Abilities: Luck 2/2

Attacks Rapier +5 1d8+3
Light crossbow 80/320 +5 1d6+3
 | Saves Str +3 | Dex +3 | Con +4 | Wis +1 | Int -1 | Cha +0; | Maneuvers Precision attack55 | Menacing attack | Trip attack | DC 13;


Ved nods to the Mayor. "I'll see it's taken care of." He stands, then leans a little closer to the man, and speaks in an undertone. "I don't know what there is between you and old Ved, and frankly I don't want to. He's dying, of course. Hopefully soon - I don't want to be here a moment longer than necessary. But no jumped-up cutthroat or fame-hungry mercenary deserves to have The Gouger's name on his blade. If you hear of anyone poking around, send me word, and keep an eye out. Please."

 

He follows Shattershield to the door, agreeing with him. "Yes. Let's go to work."

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download.jpg.778fc9a57508f3c4a0244e47901983ae.jpg.162fe0beb7e97d3ca7350ac44512799a.jpg


Name Souris Garou | Class Druid 3 | AC: 16 | HP: 27/27 | Prof: +3 | PP: 16 

SavesStr -1 / Dex +2 / Con +1 / Int +3 / Wis +6 / Cha +0  |  AttacksShillelagh | +6 | 1d8+4 Bludgeoning   CantripsGuidance1, Shillelagh  |  Magic Items2x Healing Potions | Wildshape/Wild companion: ▣ ▣

Spell DC: 14 | Spell Attack: +6 | Level 1Entangle, Faerie Fire, Goodberry, Ice Knife ▣ ▣ ▣ | Level 2Detect Thoughts (1/day per feat).
Barkskin, Moonbeam, Pass without Trace
 ▣ | 
 LuckWhen failing any D20 check, you may spend one luck die to reroll the result. This decision is made after the roll but before the results are known. You must declare the use of this dice in your post. These die refresh during a long rest.  ▣ ▣


Souris nodded, she was eager to get going herself, though the discussion hadn't been altogether unfruitful.  Confirmation that there could be an open gate to the plane of Shadow was definitely useful information. Then as Barkvin spoke something clicked... she hoped she was wrong.  "Barkvin, I'm not an expert, but what if the resting place of your late friend became just the sort of untamed magic place that could create such an opening that Aria was talking about?  We should be on guard just in case...  Aria, do you have any idea how we would close such an opening should we find one?"   

 

 

Mechanics

 

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download.jpg.778fc9a57508f3c4a0244e47901983ae.jpg.162fe0beb7e97d3ca7350ac44512799a.jpg


Name Souris Garou | Class Druid 3 | AC: 16 | HP: 27/27 | Prof: +3 | PP: 16 

SavesStr -1 / Dex +2 / Con +1 / Int +3 / Wis +6 / Cha +0  |  AttacksShillelagh | +6 | 1d8+4 Bludgeoning   CantripsGuidance1, Shillelagh  |  Magic Items2x Healing Potions | Wildshape/Wild companion: ▣ ▣

Spell DC: 14 | Spell Attack: +6 | Level 1Entangle, Faerie Fire, Goodberry, Ice Knife ▣ ▣ ▣ | Level 2Detect Thoughts (1/day per feat).
Barkskin, Moonbeam, Pass without Trace
 ▣ | 
 LuckWhen failing any D20 check, you may spend one luck die to reroll the result. This decision is made after the roll but before the results are known. You must declare the use of this dice in your post. These die refresh during a long rest.  ▣ ▣


The druid shrugged and stuffed the last roll into her mouth, washing it down with a splash of tea, then followed the others to the door.   "I guess we'll have to see for ourselves then... see you later Aria, try not to get into too much trouble while we're gone."   

 

 

Mechanics

 

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Name Aaliyah | Class Wizard | Level: 3 | AC: 14| HP: 27/27 | Prof: +3 Stats: Str 8 / Dex 14 / Con 13 / Int 12 / Wis 10 / Cha 18
Special Abilities: Luck: [o][o] Hex Curse: [o] Attacks: Leaf | +6 | 1d10+4 slash/pierce - Vine | +7 | 1d8+7 piercing
Cantrips: Eldritch Blast, Green-Flame Blade18

Magic Items: Healing Potion [o][o]

Spell DC: 14 | Spell Attack +6  | Spells (lvl2) [o][o]

Spells Known (4): Hex, Misty Step, Shield, Mirror Image, Shatter

 

 "Nice to meet you Aria. I'll tell you fey stories another time!" Aaliyah follows the others outside but only after buying lunch for everyone. She picks up a few more orders of the sausage rolls and some fruit and stuffs it in her bag.

 

 OOC: I deducted the gold!

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 Something is wrong here. It's in the air, this scent that you don't quite register as even existing. It's the feel of the air, a normal enough Summer breeze that somehow carries a feeling of chilling wrongness with it.

 

 You arrive at the single bedroom shack the woman used to live in. The collapsed remains of a half finished expansion into an extra room should have overgrown by now but everything around it was dead. The woman's grave, however, was covered in growth by now and you'd never know someone was buried here except for the fallen grave marker nearby. A bed of wildflowers had taken into the churned soil of the grave, as nature would intend it. It's only the shack itself where nothing seems to live anymore.

 

 The shack itself has one door and a single window next to it. The main room is 20x20 and contains an iron stove that also acts as a heat source in the colder months and a chimney going up through the roof. The thatched roof is patchy and worn out by now and it developed a leak months ago by the looks of it. There is a small stream nearby you can hear that split off from the River Sola and eventually dumps out into the lake.

 

 It's hard to believe a woman and two teenagers used to live here but many come to the Vale with almost nothing and turning this shack into a home was going to be the fresh start they needed. There is no obvious rift in reality here, not that can be seen.

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image.jpeg.d1261904b8e88d5006bb134ece4bfd13.jpeg

Name Aaliyah | Class Wizard | Level: 3 | AC: 14| HP: 27/27 | Prof: +3 Stats: Str 8 / Dex 14 / Con 13 / Int 12 / Wis 10 / Cha 18
Special Abilities: Luck: [o][o] Hex Curse: [o] Attacks: Leaf | +6 | 1d10+4 slash/pierce - Vine | +7 | 1d8+7 piercing
Cantrips: Eldritch Blast, Green-Flame Blade18

Magic Items: Healing Potion [o][o]

Spell DC: 14 | Spell Attack +6  | Spells (lvl2) [o][o]

Spells Known (4): Hex, Misty Step, Shield, Mirror Image, Shatter

 

 Aaliyah practically skipped along behind Barkvin, letting the cleric lead the way to this first stop. At one point, she even pulled her flute out and began playing, hardly paying attention at all to her surroundings. That all ended when they arrived. She eyed the dead grass and shivered at the air of wrongness as it made her skin crawl. 

 

 The flute went away and she drew Leaf, her enchanted glaive. "I don't like this. Something is wrong here."

Name
roll
13
1d20+3 10
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Murdain.png.7541035011445ee62ce0a68e221882f9.pngMurdain Shattershield


Class: Rogue(Soulknife) 3 | AC: 14+1 | HP: 30/30 | Prof: +2 | Init: +3 | PP: 14 | Speed: 30ft


SavesStrength: +0
Dexterity: +5
Constitution: +2
Intelligence: +1
Wisdom: +2
Charisma: -1
 | Special AbilitiesDarkvision 60ft
Sneak Attack: 2d6
Cunning Action: Bonus to Dodge, Dash, Hide.
Psionic Power: 4d6, LR. Recharge 1/SR as a Bonus Action. 4/4
Psi-Bolstered Knack: Add Psionic Die, expend on success only, when failing Ability Check or Tool with Prof.
Psychic Whispers: Telepathy for 1d6 hours, 1mile. Prof target +you. Action. Free 1st time.
Psychic Blades: 1d6/1d4. Simple [Light] Melee Finesse Thrown. Range 60ft.
 | AttacksPsionic Blade | +5 | 1d6+3 Psychic / 60
Psionic Dagger | +5 | 1d4 Psychic / 60
Shortsword | +5 | 1d8+3 Slashing
Dagger | +5 | Piercing / 20/60
Shortbow | +5 | 1d6+3 Piercing / 80/320
 | ToolsThieves Tools: +5
Woodcarver's Tools: +5
 | Skills+Athletics: +2
+Acrobatics: +5
++Stealth27: +7
Sleight of Hand: +3
Arcana4: +1
Nature: +1
History: +1
Religion: +1
+Investigation +3
Animal Handling: +2
Medicine +2
Insight +2
+Perception: +4
Survival: +2
++Deception: +3
Performance: -1
Intimidation: -1
Persuasion: -1


ConditionsTale of the Traveller: +4 THP, +1 AC, +10ft Speed. Lasts until THP is expended. | Death SavesFailed: 0/3
Succeeded: 0/3
 | Hit Dice3d8: 0 Used.
 |
Lucky5: 2/2|  Psionic5: 4/4InventoryA crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp, Cloak of Elvenkind, thieves' tools, woodcarver tools, 2x daggers
Leather armor, explorer's pack(backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.), Shortsword, shortbow, 20x arrows


Murdain's nostrils widened as he tried to establish what is was that he found so strange here. It simply seemed... off. However... it was also strangely familiar. Some part of him, maybe, even liked this strangeness. Found it comfortable. The rest of him rejected it, though. The dwarf tried to compare the feeling to other inexplicable experiences, but nothing really came close to the discomfort; maybe staring into a chasm and being part afraid part fascinated and wishing to step into the depths.... But even then, it wasnt the same. He pulled his hood up. ~"Going to take a look around."~ He sent, as his cloak obscured him from sight.


OOC/Mechanics

Action: 
Bonus Action: 
Free Action: 
Move: 
Buffs: 5 hours left on Telepathy to Bark and Souris

 

Name
Stealth
26
keep(2d20,highest,1)+7 1,19
Investigate
23
1d20+3 20
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https://www.myth-weavers.com/attachment.php?attachmentid=107520&stc=1&d=1667330676Name Barkvin | Class Cleric 3 | AC: 18 | HP: 30/30 | Prof: +2 | PP: 13 | Saves: Str +2 / Dex +1 / Con +2 / Int +0 / Wis +5 / Cha +1 | Luck: (2/2) | Channel Divinity: (1/1)

 

Special Abilities darkvision, Warcaster, Disciple of Life, Turn Undead, Preserve Life | Attacks: Mace | +4 | 1d6+2 bludgeoning, Light Crossbow | +3 | 1d8+1 piercing (80/320)

Cantrips: Light, Spare the Dying, Sacred Flame  Prepared Spells | Spell DC: 13 | Spell Attack +5

Level 1 | (4/4) | Command, Bless (+d4), Bane (-d4), Cure Wounds (1d8+6 healing), Healing Word (1d4+6 healing), Inflict Wounds (3d10 necrotic)
Level 2 | (2/2)  | Hold Person, Zone of Truth, Lesser Restoration, Spiritual Weapon (1d8+3 force)


 

The half orc is a little puzzled by the suggestion that this poor woman's grave could have something to do with the monster that they were hunting.  He just wanted to pay his respects.  It was the first person he had buried with his own hand and prayed over their grave since he took up the calling of Sola.  Looking around things were a little off, but to be frank things were often a little off around here when she was alive.  That was why people had quit coming to her for magical assistance while she was alive.  Her magic did not always produce the intended result.  "Aye, I'll just be a minute."  Barkvin walks over to the grave side and repairs the marker that he had made.  Then he offers a short prayer to the goddess.  A small tear forms in his eye as remembers standing here with the two boys beside him as he prayed over this grave before.  He shared many tears with those teenagers that day.  When the sun began to set they had went to town and Barkvin had paid for a room for them at the Inn.  It wasn't long after, that the boys had been hired by a caravan and headed out of town.  He stood quietly remembering while the others searched the shack.

 

Mechanics

Bonus Action: none

Move: none

Action: none

 

 

Edited by WolfBirch (see edit history)
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download.jpg.778fc9a57508f3c4a0244e47901983ae.jpg.162fe0beb7e97d3ca7350ac44512799a.jpg


Name Souris Garou | Class Druid 3 | AC: 16 | HP: 27/27 | Prof: +3 | PP: 16 

SavesStr -1 / Dex +2 / Con +1 / Int +3 / Wis +6 / Cha +0  |  AttacksShillelagh | +6 | 1d8+4 Bludgeoning   CantripsGuidance1, Shillelagh  |  Magic Items2x Healing Potions | Wildshape/Wild companion: ▣ ▣

Spell DC: 14 | Spell Attack: +6 | Level 1Detect Magic, Faerie Fire, Goodberry, Healing Word, Ice Knife ▣ ▣ ▣ | Level 2Detect Thoughts (1/day per feat).
Moonbeam, Pass without Trace
 ▣ | 
 LuckWhen failing any D20 check, you may spend one luck die to reroll the result. This decision is made after the roll but before the results are known. You must declare the use of this dice in your post. These die refresh during a long rest.  ▣ ▣


Souris shivered as the wind felt passed through her, she breathed on her hands, trying to warm them from the unnatural chill, but it did little to mend the uneasiness that was seeping into her bones.  Her suspicion before arriving was the grave, but at a glance that, if anything, seemed more hallow than the area surrounding the hut.   "Careful Murry, I'll go with you."   

 

 

Mechanics

 

Name
Survival
18
1d20+6 12
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 Souris. You follow along with Murdain as he begins checking the area outside. The two of you walk the perimeter if the house, wary of every shadow.

 

 Murdain. As you search the area, the wrong feeling doesn't really intensify but you do get the feeling that you're being watched by something. The hairs on the back of your neck stand up as you begin to feel like a mouse being watched by a hungry cat. But the the attention shifts away from you...

 

 Aaliyah. As you watch the area, part of you notices Barkvin walk away on his own. He kneels to fix the grave, the shadow of the tree nearby briefly casting him in darkness.

 

 Souris. Its at this point you find the tracks. Small grooves in the ground moving away from the house. They don't persist long though, as if the animals that made them just opted into a different means of getting around.

 They resemble snakes, eight or nine of them writhing together but they're too heavy. Its like a group of snakes were carrying extra weight and moving together.

 

 Barkvin, Aaliyah. I need you to roll perception for me. Ved. I need to know where you are right now. Souris, Murdain. You two are currently right in front of the door to the house, the tracks start just a few feet away and end quickly.

 

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image.jpeg.d1261904b8e88d5006bb134ece4bfd13.jpeg

Name Aaliyah | Class Wizard | Level: 3 | AC: 14| HP: 27/27 | Prof: +3 Stats: Str 8 / Dex 14 / Con 13 / Int 12 / Wis 10 / Cha 18
Special Abilities: Luck: [o][o] Hex Curse: [o] Attacks: Leaf | +6 | 1d10+4 slash/pierce - Vine | +7 | 1d8+7 piercing
Cantrips: Eldritch Blast, Green-Flame Blade18

Magic Items: Healing Potion [o][o]

Spell DC: 14 | Spell Attack +6  | Spells (lvl2) [o][o]

Spells Known (4): Hex, Misty Step, Shield, Mirror Image, Shatter

 

 Aaliyah watched the shadows deepen and lighten like they were breathing and a shiver ran down her arms. "Bark, I think it's time to walk back into the sunlight more," she calls, green energy flowing from her glaive and around her back before writhing down and around her arm and settling into her empty hand.

 

 OOC: Readying an eldritch blast at anything that isn't us that appears. I predict an ambush on Barkvin, specifically. I'll pre-roll, just in case!

Edited by TheGospel (see edit history)
Name
Perception
12
1d20+2 10
Eldritch Blast
14
1d20+6 8
Damage Maybe
5
1d10 5
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https://www.myth-weavers.com/attachment.php?attachmentid=107520&stc=1&d=1667330676Name Barkvin | Class Cleric 3 | AC: 18 | HP: 30/30 | Prof: +2 | PP: 13 | Saves: Str +2 / Dex +1 / Con +2 / Int +0 / Wis +5 / Cha +1 | Luck: (2/2) | Channel Divinity: (1/1)

 

Special Abilities darkvision, Warcaster, Disciple of Life, Turn Undead, Preserve Life | Attacks: Mace | +4 | 1d6+2 bludgeoning, Light Crossbow | +3 | 1d8+1 piercing (80/320)

Cantrips: Light, Spare the Dying, Sacred Flame  Prepared Spells | Spell DC: 13 | Spell Attack +5

Level 1 | (4/4) | Command, Bless (+d4), Bane (-d4), Cure Wounds (1d8+6 healing), Healing Word (1d4+6 healing), Inflict Wounds (3d10 necrotic)
Level 2 | (2/2)  | Hold Person, Zone of Truth, Lesser Restoration, Spiritual Weapon (1d8+3 force)


 

The half elf ponders the sad life of this poor woman.  (Not that anyone ever called him a half elf except for orcs.)  She had been fleeing an abusive husband and found peace here in the Vale for a short time, before unbridled magic cut her life tragically short.  He feels the shadow of the trees pass over him as a metaphor for the shadow that passed over Silvania's tragic life.

 

Mechanics

Bonus Action: none

Move: none

Action: none

 

 

Name
perception
9
1d20+3 6
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