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Session 2: Eldritch


GM Saint

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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 doesn't consider himself much of an investigator. He stops short of the house, about 20 feet away from the door, and keeps watch

 

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https://www.owlbear.rodeo/game/Z58zG4z_n

Password: Fateless (Reminder this is mirrored in the OOC section)

 

 The shadows around the tree near the grave darken in the brief moments before they seem to spawn tentacles that dart out at Barkvin. The cleric would have been easy prey for this initial pounce but unlike the men in the woods, he wasn't alone and his friends were more aware of the danger. Aaliyah releases her blast just as the attack starts, rocking the creature into the shadows and causing it's attack to catch nothing but Barkvin's armor.

 

 Unfortunately for Aaliyah, no one was closely watching the shadows behind her as they deepened. The clawed tentacle slashes her back and sticks a little, the hooked barbs catching hold of her unarmored flesh. As pain shoots through her back, her very being feels like it's being attacked suddenly.

 

 OOC: Aaliyah! You take 5 slashing damage and 3 psychic damage. I need a DC 12 CON save from you. If you fail, you suffer 1d4 Wisdom damage (I'll let you roll it.) Further, your speed is now 5 feet and you suffer disadvantage on all saves except this Wisdom one. You can roll Con DC12, again, at the end of a turn to end this effect but it does last at least one turn.

 

   Everyone! If you are within 20 feet of these shadows, subtract 1d6 from every attack roll or saving throw you make. This includes you right now Aaliyah. Further, the enemies are technically shrouded in magical darkness so you suffer disadvantage on attack rolls against them until you deal with that or have some other method of targetting. You cannot see their forms right now.

Edited by GM Saint (see edit history)
Name
Attack Barkvin
12
1d20+5 7
Attack Aaliyah
23
1d20+5 18
Damage Aaliyah
8
1d6+3+1d6 2,3
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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 0/1 | 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 turns to see the darkness lash at Aaliyah, and dashes forward. Both blades come flying out.

 

"I said this would happen to her!" He shouts angrily at no one in particular.

 

Mechanics 

Move north

Attack 8 misses

Attack 19 for 5 dmg

Action surge

Attack 15 for 8 dmg 

Attack 7 misses

 

Edited by Knave (see edit history)
Name
Attack 1
20
1d20+5 15
(use menacing) dmg
8
2d8+3 3,2
Attack 2
21
1d20+5 16
Dmg 2
5
1d8+3 2
AS attack 1
17
1d20+5 12
Dmg 3
8
1d8+3 5
AS attack 2
7
1d20+5 2
Disadvantage roll for 1
14
1d20+5 9
Disadvantage for attack 2
21
1d20+5 16
Disadvantage AS atk 1
17
1d20+5 12
Attack 1 penalty
6
1d6 6
Attack 2 penalty
2
1d6 2
Attack 3 penalty
2
1d6 2
Attack 2 precision
4
1d8 4
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image.jpeg.d1261904b8e88d5006bb134ece4bfd13.jpeg

Name Aaliyah | Class Wizard | Level: 3 | AC: 14| HP: 19/27 | Prof: +3 Stats: Str 8 / Dex 14 / Con 13 / Int 12 / Wis 10 / Cha 18
Special Abilities: Luck: [o][o] Hex Curse: [x] Attacks: Leaf | +7 | 1d10+5 slash/pierce - EB | +6 | 1d10 Force
Cantrips: Eldritch Blast14, Green-Flame Blade18

Magic Items: Healing Potion [o][o]

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

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

 

 Aaliyah cries out as the tentacle connects, her scream almost psychic as it feels like her soul was under attack as well as her body. She briefly grabs at her head, fighting back this wave of confusion but then she does what the shadow couldn't be expecting; she charges! Well, she stumbles towards it, her body unable to move very quickly as this psychic morass grips at her.

 

 The green energy around her flares up, creating three perfect copies of herself. "I got- this- help Bar-" she grunts out, eyes flaring up with green energy again that settles into the darkness.

 

 Actions:

 Move: Move 1 tile towards the monster.

 Action: Casting Mirror Image. Each time I'm attacked, I roll 1d20. If I roll over a 6, the attack hits a copy instead. The copy has an AC of 12 and 1 hit point. You can roll that if it's easier.

 Bonus Action: Casting Hexblade's Curse on the monster. There is no save and I get to add my proficiency bonus to any damage I deal to it.

 

 OOC: -1 Wisdom. I'd rather not track this in my header so I'll do it here!

Edited by TheGospel (see edit history)
Name
Constitution Save
1
1d20+1-1d6 1,1
Wis Damage
1
1d4 1
I'm just going to roll all 1's for now on.
1
1d1 1
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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.  ▣ ▣


Seeing her friends be attacked by shadow, Souris wasted no time.  She had been thinking about this for some time, and considering what would work best against a creatures such as this, and it so happened to be one in which she was very familiar.  Holding up her staff she spun it so fast that it seemed to be a transparent sphere, then suddenly she grasped it firmly, slamming its butt into the ground and shouted  "Affulgeo Lunae!"   In response a pillar of ghostly light decended from the heavens, radiating an otherworldly light that would burn any within and reveal any who attempted to hide their nature.

 

Mechanics

Move a wee bit, then Cast Moonbeam as per drawn square on map. Con save for half damage, shape shifters must revert to natural form, also shapeshifters have disadvantage on save.

Name
radiant damage
7
2d10 6,1
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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
++Stealth2627: +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 felt the urge to curse but it was a waste of breath. So much for 'hunting'. He was hoping it would attack him, at least, but of course it went for the others. He couldnt see it, but judging by Ved's angry yells, and the bloodsplatter from Aaliyah... He could at least make an estimate. With practiced, almost mechanical thought, he felt the thrum of power in his left and right hand as his soulknives materialized. Focusing on the one he could see, he threw - first one, then the other.


OOC/Mechanics

Action: Attack
Bonus Action: Steady Aim
Free Action: Offhand attack
Move: None
Buffs: 5 hours left on Telepathy to Bark and Souris

 

Name
Soulblade(Psychic, Aimed)
21
1d20+5 16
Damage
5
1d6+3 2
Psyknife(Type Depending)
9
keep(2d20,lowest,1)+5 4,4
Sneak Attack
2
2d6 1,1
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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 is shocked by the sudden attack.  He is not sure what to do.  He takes his mace and runs up swinging at the creature.  His swings go wild and he misses and misses again swinging all over the place.

 

Mechanics

Bonus Action: none

Move: Up to creature

Action: Attack with mace (6 to his misses both times)

 

 

Edited by WolfBirch (see edit history)
Name
Attack/Bludgeoning damage
8; 2; 4
keep(2d20,lowest,1)+4;1d6;1d6+2 ; [2];
Attack/Bludgeoning damage (2nd turn)
11; 5; 3
keep(2d20,lowest,1)+4;1d6;1d6+2 ; [5];
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Barkvin is struggling not far away. He's unable to mount much of a counter attack as he's flailing around defensively.

 

 You seem to be damaging the closer monster, it does scream when injured. This scream shrieks in your ears and causes a sharp, stabbing pain in your heads as it transcends the physical and screams into your psyche. Now that you're closer, within the void of shadows, Ved, you see the beast. It's a vaguely green, fleshy ball of toothy maws and flailing tentacles. Even some of the tentacles seem to have tiny mouths on them, rather than barbs.

 

 It tries to grab at Aaliyah again but her copies move around her, obscuring the real girl and causing the tentacles to flail around almost randomly.

 

 OOC: new turn! Disadvantage is negated for the moment on the target Souris is channeling on.

image.jpeg.cb219fd98ac985c6609d6e3e67f3b64f.jpeg

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: 2/4d8; DC 13 | Action surge 0/1 | 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's face screws up in disgust as he finally sees their otherworldly bounty. It seemed strangely hard to strike. But luckily for them, Aaliyah apparently had her own ways of avoiding harm too. The swordsman tries to ignore the swaying tentacles and cut instead at the core.

 

"That's it! I can see it now - keep the light on it, and we've got it. " He calls to Souris.

 

Mechanics 

No move

Attack 1: 16 (incl penalty and precision) for 11 damage

Attack 2: 20 (incl penalty and precision) for 9 damage

 

Edited by Knave (see edit history)
Name
Attack 1
14
1d20+5 9
Penalty 1
4
1d6 4
Precision 1
6
1d8 6
Damage 1
11
1d8+3 8
Attack 2
16
1d20+5 11
Penalty 2
3
1d6 3
Precision 2
7
1d8 7
roll
9
1d8+3 6
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image.jpeg.d1261904b8e88d5006bb134ece4bfd13.jpeg

Name Aaliyah | Class Wizard | Level: 3 | AC: 14| HP: 19/27 | Prof: +3 Stats: Str 8 / Dex 14 / Con 13 / Int 12 / Wis 10 / Cha 18
Special Abilities: Luck: [o][x] Hex Curse: [x] Attacks: Leaf | +7 | 1d10+5 slash/pierce - EB | +6 | 1d10 Force
Cantrips: Eldritch Blast14, Green-Flame Blade18

Magic Items: Healing Potion [o][o]

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

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

 

 "I told you I can handle! Someone should help Barkvy," Aaliyah yells, diving into the monster with her glaive as a rush of green energy flows through it.

 

 

 Actions: She is going to cast green flame blade and power attack! I'm sure that attack missed so I'll use a luck die to reroll it! I'm not confident it hit but, if it did, it's 25!

 

 OOC: -1 Wisdom. I'd rather not track this in my header so I'll do it here!

Edited by TheGospel (see edit history)
Name
Power Attack with Dis
11; 4
1d20+2; 1d20+2 ;
Luck dice go!
19
1d20+2 17
This penalty!
6
1d6 6
Damage if maybe
25
1d10+17 8
Con Save
18
1d20+2 16
Con minus...
4
1d6 4
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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.  ▣ ▣


The revealing light that shone upon the horror revealed its otherworldly nature and sent the chill through Souris' anew.  She had no first hand experience with such things, some vague stories and such told by her grandmother of entities from beyond, but it was always difficult to tell which of those were true and which were fiction.  Even seeing the thing, her mind tried desperately to convince her that it was not a real thing, it was an illusion, or maybe some sort of twisted plant, anything that could make it seem more familiar and ease the tremor in her grip and likely her voice.  In response to Ved, she could only nod and set her jaw with a grunt of resolve "..."

 

Mechanics

Move a wee bit, then Maintain Moonbeam as per drawn square on map. Con save for half damage, shape shifters must revert to natural form, also shapeshifters have disadvantage on save.

Name
radiant damage on creature
10
2d10 4,6
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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: 2/4d8; DC 13 | Action surge 0/1 | 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 sees Aaliyah slice deeply into the abomination. "I'm actually not worried about you at all. It's me I'm worried for."

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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 Attack2: 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
++Stealth2627: +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


In his short time alive, Murdain liked to think he'd seen some ugly things, but this thing was certainly runner up if not uncontested winner. He'd have much preferred to it have been that shadow-cat that Souris described. Even with tentacles, it was still vaguely like a creature he'd understood or known. This...? How did you even begin to understand its vulnerability, anatomy, or what it disliked? Murdain cursed again - he couldnt tell just how much of an effect his strikes were having, given the ethereal nature of his weapons. He decided to instead watch the creature's reaction when he struck it. But.. Another? Was there two of these things - or was it merely its tentacles? Or was this thing not what they hunted at all? The tentacle seemed... slightly different, but it may have just been the light. He would have to go help Barkvin after he determined the best course of action, but for now, it seemed more prudent to quickly kill one, and all go to the other. ~"Hold on, Barkvin."~ Murdain threw the soulblade as normal, fully extending his arm for a straighter throw, but for his soulknife, he concentrated on it briefly, the azure shimmer becoming slightly brighter, and threw it with a bit of a twist to it. He carefully observed each.


OOC/Mechanics

Action: Attack
Bonus Action: Steady Aim
Free Action: Offhand attack
Move: None
Buffs: 5 hours left on Telepathy to Bark and Souris

 

Edited by Diofant (see edit history)
Name
Soulblade
23
keep(2d20,highest,1)+5 7,18
Soulblade(Psychic)+Sneak Attack
9
1d6+3 6
Sneak Attack
4
2d6 3,1
Soulknife
16
1d20+5 11
Soulknife(Slashing)
7
1d4+3 4
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 Ved finds something vital and his blades send the creature into a violent thrash that Murdain quickly ends by throwing his mystical blades into the gaping wound. Something inside of the monster fails and it squeals as it starts to go limp. You're somewhat confident it's dead. Not far away, Barkvin, you're slashed by the creature whose attacks pierce into your psyche even, casting a pallid color over your own thoughts and making it hard to focus.

 

 

 

 OOC: Barkvin takes 7 damage and I need a DC 12 CON save from you. If you fail, you suffer 1d4 Wisdom damage (I'll let you roll it.) Further, your speed is now 5 feet and you suffer disadvantage on all saves except this Wisdom one. You can roll Con DC12, again, at the end of a turn to end this effect but it does last at least one turn.

Edited by GM Saint (see edit history)
Name
Attack B
24
1d20+5 19
Damage
7
1d6+3+1d6 3,1
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