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Session 3: The Library


GM Saint

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22fe5942dd264dc39462248bf9bcee03_400x400.png.1670e41afe3584f3114fea74931b5c3e.png.bc83434fdfafeb669994578d2e63f006.png


Name: Souris Garou | Wildshape: Direwolf

AC: 14 | HP: 12/37 | Prof: +2 |  PP: 16 (21 hearing and scent)

SavesStr +3 / Dex +2 / Con +2 / Int +3 / Wis +6 / Cha +0 | Special AbilitiesKeen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
  | AttacksBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. 
Luck ▣ ▣


Souris nodded her large head to the alchemist, but then went to assist Ved, latching her teeth on to the rope and pulling back with all her wolfy might.

Name
Strength check
22
1d20+3 19
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https://www.myth-weavers.com/attachment.php?attachmentid=107520&stc=1&d=1667330676Name Barkvin | Class Cleric 4 | AC: 18 | HP: 37/37 | Prof: +2 | PP: 13 | Saves: Str +2 / Dex +1 / Con +2 / Int +0 / Wis +6 / 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)

 Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice d8 (4/4)

Cantrips: Light, Spare the Dying, Sacred Flame (1d8 radiant DEX save), Word of Radiance (1d6 radiant CON save)

Level 1 | (4/4) | Command, Bless (+d4), Bane (-d4), Cure Wounds (1d8+7 healing), Healing Word (1d4+7 healing), Inflict Wounds (3d10 necrotic)
Level 2 | (1/3)  | Hold Person, Zone of Truth, Lesser Restoration, Spiritual Weapon (1d8+4 force), Prayer of Healing (2d8+8 x6)


 

Barkvin breaths a sigh of relief as the creature dies.  He as no desire to get into the muck, so he stays above and watches the others work.  Once Aaliyah finds the gems he gets excited.  "Aye, them are some pretty stones for sure."  He looks for a safe way to climb down, tying his rope to something.  He descends and  goes to help looking through the muck for more treasure. 

 

Mechanics

Reaction:  none

Move: Ties rope to something stable and climbs down into the lower room.

Action: looks for more treasure.

Bonus Action: none

 

OOC:

 

 

 

Name
looks for treasure
20
1d20 20
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 Barkvin, you join in with Aaliyah but there doesn't seem to be anything else lodged down here. That is except for the sword Souris and Ved drag from the pits. It takes an effort but you pull the sword from the golem's hands as it's trapped down below. Again, the sword is encased in a smooth, rectangular slab of stone with only it's hilt visible. It has a normal cross-guard and very little ornamentation. Trapped in stone, it's hard to tell if the blade is straight or curved but the size suggests a one handed weapon.

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Screenshot-20221031-063129.png.e20281c2da35b0e6c02db914a986139f.pngName: Ved Kith (AKA Kirit)  |  Class: Fighter 4 

AC: 16+1 | HP: 48/48 | Hit dice: 2/3d10 

SR Abilities: SDice: 1/4d8  1/1d6 | Action surge 0/1 | 2nd Wind 1/1

LR Abilities: Luck 0/2     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 | Parry | Riposte | DC 13;


"Many people have made that mistake before, but the bastard keeps living." Ved stows the stone slab, although he is visibly staggered by it. "We can see what it is and how to get it out once we are under the sun again." 

 

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https://www.myth-weavers.com/attachment.php?attachmentid=107520&stc=1&d=1667330676Name Barkvin | Class Cleric 4 | AC: 18 | HP: 37/37 | Prof: +2 | PP: 13 | Saves: Str +2 / Dex +1 / Con +2 / Int +0 / Wis +6 / 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)

 Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice d8 (4/4)

Cantrips: Light, Spare the Dying, Sacred Flame (1d8 radiant DEX save), Word of Radiance (1d6 radiant CON save)

Level 1 | (4/4) | Command, Bless (+d4), Bane (-d4), Cure Wounds (1d8+7 healing), Healing Word (1d4+7 healing), Inflict Wounds (3d10 necrotic)
Level 2 | (1/3)  | Hold Person, Zone of Truth, Lesser Restoration, Spiritual Weapon (1d8+4 force), Prayer of Healing (2d8+8 x6)


 

After digging around in the mud  and helping with the statue the half orc tries to use some of the water to clean himself off as best he can.  "Argh, well me hearties, we got some books and we some gems are we ready to leave this dank cave?"  He asks walking over to the rope and preparing to climb up, his eyes inadvertently glance at the room that they did not enter but he quickly looks away. 

 

Mechanics

Reaction:  none

Move: To the rope that he tied leading back up to the stairs.  Will wait to see what the others say before he leaves.

Action: none

Bonus Action: none

 

OOC:

 

 

 

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 Murdain. You check out the remaining room and find it, unsurprisingly, empty. There are the remains of a stone desk with it's non-stone bits eaten away by slimes over time. With no secure door to prevent entry, the slimes have scoured the room clean. What they didn't eat, however, are the walls themselves and there is something carved there. "Sathrovar..."

 

 Lord Darien Sathrovar was a Holy Knight of Carysand in the days before the Vale was created. He lives still, trapped in undeath within the Deadlands. The story is that he was called to aid the Empyrean and his aid would have tipped the balance, perhaps allowing the Empyrean to win without sacrificing himself. For reasons unknown, he refused to lend aid and turned his back on the Light. His punishment is eternal undeath, unable to feel joy but unable to die.

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Murdain.png.7541035011445ee62ce0a68e221882f9.pngMurdain Shattershield


Class: Rogue(Soulknife16) 4 | AC: 10+4 | HP: 32/40 | Prof: +2 | Init: +4 | PP: 14 | Speed: 30ft


SavesStrength: +0
Dexterity: +6
Constitution: +2
Intelligence: +1
Wisdom: +2
Charisma: -1
 | Special AbilitiesDarkvision 60ft
Sneak Attack942: 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 Die3, 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 | +6 | 1d6+4 Psychic / 60
Psionic Dagger | +6 | 1d4 Psychic / 60
Shortsword | +6 | 1d8+4 Slashing
Dagger | +6 | 1d4+3 Piercing / 20/60
Shortbow | +6 | 1d6+4 Piercing / 80/320
 | ToolsThieves Tools: +6
Woodcarver's Tools: +6
 | Skills+Athletics: +2
+Acrobatics: +6
++Stealth2627: +8
Sleight of Hand: +4
Arcana4: +1
Nature: +1
History: +1
Religion: +1
+Investigation12 +3
Animal Handling: +2
Medicine +2
Insight +2
+Perception: +4
Survival: +2
++Deception: +3
Performance: -1
Intimidation: -1
Persuasion: -1


ConditionsSlimed: -1 AC | Death SavesFailed: 0/3
Succeeded: 0/3
 | Hit Dice4d8: 0 Used.
 |
LuckyRecovers on a Long Rest: 0/2|  Psionic5: 2/4InventoryA crowbar
A set of dark common clothes including a hood
A belt pouch containing 7 gp, 7sp, 9cp
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.
50 feet of hempen rope strapped to the side
Shortsword, shortbow, 20x arrows
Ball bearing bag 1gp
Chalk/coal 1cp
Flasks x 5 10cp
Bag of caltrops - 1gp(used, but will re-collect)
Insect Repellant 1sp
Oil Flask x5 5sp(1 used)
Parchment x5 5sp
Net x3 3gp
Scroll Case 1gp
Alchemist Fire x 2(5d8 Fire, nonmagic, Dex15 for half, 5x5 radius)
7 gp, 2 sp, 1cp
Potion of Heroism x2
Potion of Ghost Form x1


Murdain knelt beside the word etched into the stone, eyeballing the height at which it was written - most sentients wrote at eye level, so you could take a guess at who the author was. If it was at his eye level, you could expect it was a dwarf (like the librarian) or a halfling perhaps. The evenness of the handwriting would tell much, as would with what it had been etched into stone with. "Sathrovar, huh..." Muttered the dwarf. He tried to nudge the stone forward, and then otherwise inspect the area in case there was another secret hidden, perhaps in true dwarf tradition. Once he was done, he retrieved a piece of parchment and some coal and made a rubbing of the etching. "Aria, there's nothin' in here but an empty room, but... There's a name writ in stone here. Might be interesting for you."


OOC/Mechanics

Action: 
Bonus Action: 
Free Action:
Move: None
Buffs: Psionic Link(Ved, Souris) - 6 hours
OOC: If I need to make Perception or Investigation check let me know.

Name
Investigation(secrets?)
8
1d20+3 5
Psionics
5
1d6 5
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Name: Souris Garou | Wildshape: Direwolf

AC: 14 | HP: 12/37 | Prof: +2 |  PP: 16 (21 hearing and scent)

SavesStr +3 / Dex +2 / Con +2 / Int +3 / Wis +6 / Cha +0 | Special AbilitiesKeen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
  | AttacksBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. 
Luck ▣ ▣


Trotting over to the ledge, Souris waited for Aria to climb down onto her back then brought her over to her sister.  It was strange but she was starting to think a saddle would be a heck of a lot more comfortable then having someone's bony arse pressing down on her spine.  Aaliyah had been a bit more comfortable, as she'd leaned more fully into her, having to hold on as Souris ran.  She would definitely be nicer to horses in the future.

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https://www.myth-weavers.com/attachment.php?attachmentid=107520&stc=1&d=1667330676Name Barkvin | Class Cleric 4 | AC: 18 | HP: 37/37 | Prof: +2 | PP: 13 | Saves: Str +2 / Dex +1 / Con +2 / Int +0 / Wis +6 / 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)

 Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice d8 (4/4)

Cantrips: Light, Spare the Dying, Sacred Flame (1d8 radiant DEX save), Word of Radiance (1d6 radiant CON save)

Level 1 | (4/4) | Command, Bless (+d4), Bane (-d4), Cure Wounds (1d8+7 healing), Healing Word (1d4+7 healing), Inflict Wounds (3d10 necrotic)
Level 2 | (1/3)  | Hold Person, Zone of Truth, Lesser Restoration, Spiritual Weapon (1d8+4 force), Prayer of Healing (2d8+8 x6)


 

Suprised to hear a voice come from the room, Barkvin jumps.  He is relieved to recognise Murdains voice.  He had not seen him enter the room.  "Aye, that be good then."  He says to no one in particular.  He had been worried that another slime had been waiting in there.  Having a thought he looks around at the walls down here for any doors from this lower level.

 

Mechanics

Reaction:  none

Move: To the rope that he tied leading back up to the stairs.  Will wait to see what the others say before he leaves.

Action: none

Bonus Action: none

 

OOC:

 

 

 

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 "SEE?" Aria yells loudly when Murdain mentioned Sathrovar.

 

 "Light help me... we are NOT going to just drop in on the evil necro-paladin," Ethel sighed as Souris delivered her sister to the stairs and everyone could begin the trip  back to the surface.

 

 "He is the only person alive who was here, in the Vale, before it was the Vale. The King-Priest at the time is this King-Priest's great grandfather, all the long lived peoples here at the time were killed during it. Sathrovar is the only one." The sister began bickering for the entire trip back to the surface. Aria seems to understand the insurmountable danger of trying to approach Sathrovar but argues the death knight never leaves the Deadlands and isn't some evil being who raids and kills. He just keeps to himself. "He might accept a chance to speak on what actually happened.."

 

 It's not likely she's going to convince Ethel on this course of action any time soon though.

 

 You navigate the stairs again, Ved dragging the weight stone-encased sword behind him. Eventually you remerge into the afternoon light. Your captive is, of course, long gone by now but he didn't bother to steal a horse at least. You have enough time to make it to town before the sun sets fully but even by horseback, it'll be at least a day's trip to visit the old dwarf on the south side of the lake.

 

 "We have an agreement, the books are ours and we split any treasure. My sister is so excited right now... I'll take this," Ethel takes a single gem off of Aaliyah, worth about twenty gold. "My initial investment, what I lost buying the location of the place. Deal? This keeps us fed while we research all this. I'm sure there's gonna be more cave diving in our future..."

Edited by GM Saint (see edit history)
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image.jpeg.4b31315cc7d31c2d127b71f0fb6043a0.jpeg

Name Aaliyah | Class Warlock/Sorc | Level: 3/1 | AC: 15| HP: 33/33 | Prof: +2 Stats: Str 8 / Dex 14 / Con 13 / Int 12 / Wis 10 / Cha 18
Special Abilities: Luck: [o][o] Hex Curse: [o] Attacks: Leaf | +7 | 1d10+5 slash/pierce - EB | +6 | 1d10 Force

CantripsEldritch Blast, Green-Flame Blade, Shape Water, Prestidigitation, Mage Hand, Message       Spells Known (6)1: Hex, Shield, Disguise Self, Silent Image
2: Misty Step, Mirror Image, Shatter
:
 

Magic Items: Healing Potion [o][o]

Spell DC: 14 | Spell Attack +6 

Spells (Sorc lvl1) [o][o] (War lvl2) [o][o]  

    

 "Oh, is this treasure?" She doesn't argue with Ethel claiming one of the gems, letting her take it before stowing the rest in her bag, which was quite full. "I think Ethel is right about the evil paladin. You shouldn't go there. It seems like you're just poking a sleeping bear and expecting it not to eat you when it wakes up."

Edited by TheGospel (see edit history)
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Screenshot-20221031-063129.png.e20281c2da35b0e6c02db914a986139f.pngName: Ved Kith (AKA Kirit)  |  Class: Fighter 4 

AC: 16+1 | HP: 48/48 | Hit dice: 2/3d10 

SR Abilities: SDice: 1/4d8  1/1d6 | Action surge 0/1 | 2nd Wind 1/1

LR Abilities: Luck 0/2     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 | Parry | Riposte | DC 13;


Ved saddles his horse, relieved to have something else carry the stone, and sets off to town at a brisk trot, not fearing to ride separately from the rest of the party. Contract was over, anyhow. He heads for the nearest blacksmith, and the nearest stoneworker.

 

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Murdain.png.7541035011445ee62ce0a68e221882f9.pngMurdain Shattershield


Class: Rogue(Soulknife16) 4 | AC: 10+4 | HP: 32/40 | Prof: +2 | Init: +4 | PP: 14 | Speed: 30ft


SavesStrength: +0
Dexterity: +6
Constitution: +2
Intelligence: +1
Wisdom: +2
Charisma: -1
 | Special AbilitiesDarkvision 60ft
Sneak Attack942: 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 Die3, 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 | +6 | 1d6+4 Psychic / 60
Psionic Dagger | +6 | 1d4 Psychic / 60
Shortsword | +6 | 1d8+4 Slashing
Dagger | +6 | 1d4+3 Piercing / 20/60
Shortbow | +6 | 1d6+4 Piercing / 80/320
 | ToolsThieves Tools: +6
Woodcarver's Tools: +6
 | Skills+Athletics: +2
+Acrobatics: +6
++Stealth2627: +8
Sleight of Hand: +4
Arcana4: +1
Nature: +1
History: +1
Religion: +1
+Investigation12 +3
Animal Handling: +2
Medicine +2
Insight +2
+Perception: +4
Survival: +2
++Deception: +3
Performance: -1
Intimidation: -1
Persuasion: -1


ConditionsSlimed: -1 AC | Death SavesFailed: 0/3
Succeeded: 0/3
 | Hit Dice4d8: 0 Used.
 |
LuckyRecovers on a Long Rest: 0/2|  Psionic5: 2/4InventoryA crowbar
A set of dark common clothes including a hood
A belt pouch containing 7 gp, 7sp, 9cp
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.
50 feet of hempen rope strapped to the side
Shortsword, shortbow, 20x arrows
Ball bearing bag 1gp
Chalk/coal 1cp
Flasks x 5 10cp
Bag of caltrops - 1gp(used, but will re-collect)
Insect Repellant 1sp
Oil Flask x5 5sp(1 used)
Parchment x5 5sp
Net x3 3gp
Scroll Case 1gp
Alchemist Fire x 2(5d8 Fire, nonmagic, Dex15 for half, 5x5 radius)
7 gp, 2 sp, 1cp
Potion of Heroism x2
Potion of Ghost Form x1


Murdain left with everyone else, carefully detaching his grappling hook. The rope he could replace, but the metal hook was reliable. He rolled up the scroll with Sathrovar's name and placed it back in the scroll case; perhaps it would come in useful later. The dwarf looked on as Ethel chose her cut, and chewed his lip when she'd said 'as per the deal. This was not the deal at all. The client could no more alter the deal than the one carrying it out; but if he were to consider the rest a 'bonus' for future cooperation', given that the next target may be the Deadlands... "Are you sure thats enough for you two?" He added quietly, without moving his lips, so only Ethel could hear him. When he got his answer, he would also saddle the horse they'd won through strength of arms, and climb into the saddle, not without a bit of difficulty. "Too damn tall." He growled, settling in. He'd had a long ride ahead of him to the general's home, but first, he could rest in town, get some new armor, and maybe cash in their findings. 


OOC/Mechanics

Action: 
Bonus Action: 
Free Action:
Move: None
Buffs: Psionic Link(Ved, Souris) - 6 hours
OOC: If I need to make Perception or Investigation check let me know.

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