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Chapter 1: The Whispering Cairn


bwatford

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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


 
Coming through the bewildering scoot-room unharmed was no less uneventful the second time. The gnome stood in the solace of that dark space completely still and silent and waited for the door to reveal itself again. This time, he was greeted by Allera and Thodin. Armando slipped out of the stone room quickly -slightly afraid that if he lingered for even a second it would carry him somewhere new and more dangerous- and greeted the others with a meager nod. His steps continued down the hallway a ways, and it seemed Allera's attention had caught him too, because her back was turned when Sunny emerged a few short moments later. The blonde woman's energy was enough to distract them all and allow for the gnome to slip away without answering.
 
At the suggestion of returning to the small stone room, Armando shrugged. "It's something to look at." He said a bit dejectedly. Returning to the alcove with the cylinder, he stepped back inside.
 

 

Mechanics

Main Hand: Empty
Off Hand: Empty


Action:
Bonus Action:
Move:
Manipulate:

     
       
Name
Constitution Save (DC 14)
10
1d20+1 9
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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


Riffraff's whiskers twitched in surprise as the two returned from wherever the cylinder had taken them. "Good to have you back" he commented with a toothy smile.

He rubbed his paws together gleefully as the pair described where they'd gone. Clearly there was still trasure to be found if they could find a clue of some kind. He hurriedly prepared to travel to the other room.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: none
Bonus Action: none
Move: into the cylinder
Manipulate: none

     
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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


"Ah, yep...its still there." It was unclear why a rational thinking person would even partially suspect otherwise. After all, it was a massive 10 ft slab of solid stone. Where was it going to go in the short time the party had been zipping up and down the cairn?

Sunny approached the blockage, giving it a little push "Hmm, maybe 4 of us could move it, one on each corner? What do you guys think, want to give it a try?"


 

Edited by Cointhief (see edit history)
Name
Athletics
16
1d20+5 11
Help Advantage?
19
1d20+5 14
Constitution Save (DC 14)
6
1d20+5 1
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Dungeons & Dragons 5e with DM BWatford


Reaching the lower level was a gradual process; each person took turns descending the peculiar device. After roughly ten minutes, they had all gathered in the diminutive room below. Alatia estimated it to be approximately fifty feet beneath the upper chamber's level, having ascended and descended twice to gauge the distance. Although it wasn't a precise measurement, it was as accurate as she could deduce based on the descent time.

Descending, she raised the bright yellow lantern aloft just as Sunny's torch sputtered into a stub, which she then discarded.

Architect's Foyer

The walls are adorned with bas-relief depictions akin to the slender figure on the sarcophagus lid above. About a dozen androgynous, hairless figures stand in deferential postures, seemingly paying tribute to the onlooker. Many outstretch their hands in veneration, their expressions filled with reverence. Some statues are missing hands, arms, heads, or other parts, likely removed by tomb robbers long ago.

Approximately fifteen feet to the south, a dark corridor stretches out from an intricately carved archway. However, only a portion of this corridor is visible, as it is largely obscured by a massive stone block.

Sunny swiftly moved southward and started to push against the stone block, attempting to topple it. Realizing the task was too great for her alone, she gestured for the others to help.
 

The Whispering Cairn

The Cairn Hills
(Two hours E of Diamond Lake)
7:55 pm
Moonday the 9th of Reaping, 595 CY

 

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

Not in Use!!

MECHANICS

Not in Use!!

CONDITIONS

Alatia
Has the Yellow Lantern (Everburning)

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: 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

 

 

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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


The gradual descent had been nerve-wracking. Allera could not shake the feeling of being buried alive. Yet, as they gathered in the Foyer, a sense of awe washed away traces of fear.

She spent some time studying now familiar figures as slender and enigmatic as those above. In so many numbers, they looked less uncanny alien, even evoking something akin to respect.

Her attention shifted to Sunny as she swiftly moved to the south, pushing against the massive stone block with determination. Allera hesitated for a moment, then stepped forward to lend her meagre strength to the task.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action:
Bonus Action:
Move:
Manipulate: Your one free object interaction goes here.

     

 

Name
Investigation
7
1d20+3 4
Constitution Save (DC 14)
11
1d20+2 9
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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


Riffraff rubbed his paws together greedily as he surveyed the bas-relief. He wondered whether the art work was worth anything. True, they couldn't move it, but perhaps he could sell tickets to see it, or charge a fee as a guide.

As Sunny turned her attention to the stone, he scurried to assist her. "I told ya...I'm not the strongest in the pack!!" he commented, but he put his back into it, knowing that even his feeble attempts had helped with the sarcophagus.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: help push
Bonus Action: none
Move: to the stone
Manipulate: none

     
Name
Investigation
11
1d20+5 6
Constitution Save (DC 14)
13
1d20+1 12
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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


When Thodin arrives in the deeper underground chamber, he takes a deep breath of the air tasting it for humidity and telltale scents. He surveys the construction of the chamber as he joins his fellow companions at the stone slab, which incongruent with the finished walls, floor and ceiling.

"Before we put our shoulders against this boulder, have you examined it for traps, pivots, or illusion? It really does look odd here. This should be an open hallway or a finished doorway. Where did the slab come from? Cave ins don't look like a single stone plug, unless it was trap was designed to seal a tunnel." The dwarf offers some questions.

Mechanics

Main Hand: empty
Off Hand: Shield


Action: Stonecunning check & Underground Adept feature to divine the airflow down here
Bonus Action: -.
Move: -.
Manipulate: -.

     
Edited by JubalBreakbottle (see edit history)
Name
Underground Adept
15
1d20+2 13
Investigation
12
1d20-1 13
Constitution Save with advantage (DC 14)
17
drop(2d20,lowest,1)+2 3,15
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Dungeons & Dragons 5e with DM BWatford


As a few of his companions began to assist Sunny with the stone, Thodin halted them briefly upon noticing an oily residue on the chamber's stonework. It was subtle, and easily overlooked, but Thodin's extensive underground experience had honed his perception of such details. He promptly requested Riffraff to inspect the stone for any traps before proceeding to move it.

Riffraff, Thodin, and Allera examined the stone closely, but they could not discern anything unusual—no wires, no connected devices, nothing that would suggest a trap. Yet, they were mistaken....

Moments later, they resumed pushing the stone and finally managed to move it. Working in tandem, they toppled the stone. As it fell amidst a cacophony of noise and dust, they overlooked the pressure plate beneath it. Shortly after, a hissing sound filled the air as a noxious green gas rapidly emanated from valves concealed in the mouths of the adjoining bas-reliefs that lined the chamber's walls.

All except Thoding experienced the rapid onset of weakness, the essence of oilcloud taking effect. It was a trap!
 

Passage of Honor

Intriguing carvings that appear to depict a raging storm adorn the walls of this ten-foot-wide corridor. Small alcoves are set at intervals of ten feet along the passage, each housing an androgynous humanoid statue with hands cupped. These statues reach a height of approximately seven feet. A subtle breeze whispers through the corridor, its origin elusive.


The containment was sufficient to keep the gas within the room they occupied; however, they needed to escape from the gas and the hallway beyond was clear of it.
 

The Whispering Cairn

The Cairn Hills
(Two hours E of Diamond Lake)
7:58 pm
Moonday the 9th of Reaping, 595 CY

 

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

Ongoing Poison: Everyone except Thodin needs to give me another DC 14 Constitution save with your next post or suffer disadvantage on strength-based attacks, damage, saves, and ability checks instead of just the -2. Consuming an antitoxin will give you advantage on this check.

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

Not in Use!!

MECHANICS

Not in Use!!

CONDITIONS

Alatia
Has the Yellow Lantern (Everburning)
Has -2 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: 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

 

 

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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


"Ack, it's a gas trap!" Thodin exclaims the obvious while holding his breath and herding his companions toward the breathable air in the hallway.

"Everyone, take a minute to catch your breath. Hopefully, the poison's effects is not too long." He reinforces his companions' own survival instinct to get the poison from their system.

"Um, let's assume from this point on that every area of this complex is trapped. While I'm not great at discovering my kin's cleverness, I can usually guess where they would put them. For example, this hallway would be prime, both between the pairs of statues and the open space between them for pit traps. We've got time, let's take it." He looks to his coughing companions who learned a valuable lesson the hard way.

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: -.

     
Edited by JubalBreakbottle (see edit history)
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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


Riffraff coughed and spluttered as the gas seeped into his lungs. Stupid, stupid mistake! I'm gonna look like a total rookie!  he thought dejectedly, as Thodin pointed out the obvious. "I see what you mean!" he managed to splutter as the dwarf showed him likely locations for more traps..

Feeling weak and nauseous, he searched the area as carefully as he could, in spite of the screaming voice in his head that was telling him to get out quickly!

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Search for traps
Bonus Action: none
Move: Slowly S, S, S as I check
Manipulate: none

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

     
Name
DC14 CON save
20
1d20+1 19
Investigation (traps)
11
1d20+5 6
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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's heart sank as Thodin's keen perception detected a potential trap in the chamber's stonework. The previous one - in the moving sarcophagus - was deadly. If Thodin was right...

When Riffraff found nothing she breathed easily, but the feeling was short-lived. Of course, there was a trap, and they had fallen right into it. The noxious green gas enveloped them with terrifying swiftness. Allera's limbs grew heavy, weakness seeping into her very core as the poison overpowered her senses.

Through blurry vision, Allera glanced around the opened passage, barely seeing the intricate carvings. Right now all she cared about was the promise of fresh air in that corridor.

Summoning her dwindling strength, Allera gritted her teeth and forced herself forward. All she could master in words was "Fresh air!" and a wave of the hand in the right direction.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action:
Bonus Action:
Move:
Manipulate: Your one free object interaction goes here.

     

 

Name
DC 14 Constitution save
16
1d20+2 14
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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


Elation of accomplishing something with the team soured quickly as the silent but deadly wafting stench of the damned had everyone putting on their best gross-out faces.

Sinister droplets of the belched oil burned Sunny's nostrils, being quickly absorbed by the mucus membranes in her eyes and wolfy scratches on her skin. A sharp pain took over her musculature, staggering the lumbering hulk into a toppling hazard. The Suel's biceps were stiff, like a sudden cramp that prefers only a short range of movements...and punishes all others. Her diaphragm had a dull numbness that limited breathes, making sustained efforts of athleticism more difficult.

Still, it could have been worse. Sunny's fantastic metabolism managed to counter the assault of the tiny droplets, her physiology mounting a successful campaign to punctuate the inner space war. One heroic white blood cell would in fact later go on to be awarded the Medal of Honor, succeeding on a gambit that cleverly exploited the terrain and turned the tide.


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

Edited by Cointhief (see edit history)
Name
Con
14
1d20+5 9
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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 had remained near the scoot-room while the others explored the small chamber. He'd seen the artwork and the stone and assumed that the others would see and conclude similarly and they'd be off again. Hopefully the dead-end would mean a trip back to the camp where he could sleep or eat or both.
 
As the others fussed with the stone, Armando found himself meandering around the artwork again. It still did not appeal to him, but he could see the craftsmanship in it. Someone had meant for it to be seen, he was sure of it.
 
Given his relative difference in height to the rest of the party, he heard but did not notice the gas right away. When it did hit him, his eyes began to water and his joints began to ache. He pressed a hand against the wall to stabilize himself, which did well enough to keep him on his feet so that he could scramble into the secondary room with the others. Once in the second room, he fell to his butt and used the back of his fists to clear away his eyes. "It'sa dangerous to be here." He complained to no one.
 
Once they were noticeably clear of the gas and gook, he pulled his hands away. The fists remained although he wasn't quite sure what he was angry about. He watched as the ratfolk moved about, keeping a close tab on him as he moved from space to spot to crevice.
 
A thought occurred to him and his body moved even before he had any time to put words to it. He followed the ratfolk's original path, ensuring if a trap was triggered that it wasn't he that triggered it, and sought out one of the corners or the first alcove. There, he looked for spider webs or dead beetle carcasses.
 
"Spider webs would mean bugs, which might mean nothing's in here to get us." He confidently remarked.

 

Mechanics

Main Hand: Empty
Off Hand: Empty


Action:
Bonus Action:
Move:
Manipulate:

     
       
Edited by Basil_Bottletop (see edit history)
Name
DC 14 Con Check
18
1d20+1 17
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Dungeons & Dragons 5e with DM BWatford


Thodin stepped into the hallway, moving past the first alcove that housed an androgynous humanoid statue. He gave it a cautious glance but continued on, making space for those following him.

Riffraff stumbled southward, his gaze sweeping over the stonework and the adjacent statue for any signs of trouble as he caught his breath once more. The impact of the poison was evident; it was designed to sap one's strength. The lingering question was, why use this particular type of poison? Why not employ one that would be lethal?

Gathering the last of her strength, Allera clenched her teeth and propelled herself forward. The only words she could muster were "Fresh air!" accompanied by a hand wave towards the correct direction as she approached Thodin's location.

Sunny met up with the others in the hall, shaking her head to clear it and taking deep breaths to purge her lungs of the gas from the previous chamber. 

An instinctive reaction seized Armando, his body acting before his mind could articulate the thought. He traced the ratfolk's initial route, careful to avoid triggering any traps himself, and aimed for a corner or the nearest alcove. Discovering Sunny concealed behind the scout, he chose to nestle in behind her, suspecting the alcove with the statues might be too cramped for him, and surmising it could be safer behind the sizable woman.

Alatia emerged last from the chamber filled with gas, struggling to clear her eyes and lungs. She placed one hand on Allera's back and the other on Sunny, attempting to alleviate the effects of the gas.

Thodin could peer into the darkness at the passage's end, which appeared to culminate in an intersection branching both east and west. From his current vantage point, that was all he could discern.
 

The Whispering Cairn

The Cairn Hills
(Two hours E of Diamond Lake)
8:03 pm
Moonday the 9th of Reaping, 595 CY

 

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

Ongoing Poison: Alatia needs to give me another DC 14 Constitution save with her next post or suffer disadvantage on strength-based attacks, damage, saves, and ability checks instead of just the -2. Consuming an antitoxin will give you advantage on this check.

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

Not in Use!!

MECHANICS

Not in Use!!

CONDITIONS

ALATIA
Has the Yellow Lantern (Everburning)
Has -2 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: 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

 

 

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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


Riffraff didn't like not being dead! It bothered him greatly. Seems strange to set a trap but only to make us weak...unless...?!?!

He turned quickly to Thodin."That stone...there wasn't a reset was there...some hinge or something up in the ceiling perhaps? I'd hate for us to get stuck down here too weak to get out!" he asked nervously as he continued to search for more traps.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Search for traps
Bonus Action: none
Move: Slowly S, S, S as I check
Manipulate: none

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

     
Name
Investigation (traps)
8
1d20+5 3
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