MysteriousMiller Posted March 9 Clone Share Posted March 9 (edited) Riffraff RatfolkAbility Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years. Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment. Size. Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger. Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents. Languages. You can speak, read, and write Common., ScoundrelSkill Proficiencies: Acrobatics, Sleight of Hand Tool Proficiencies: Gaming Set (Cards), Forgers Kit Languages: none Equipment: A set of common clothes, pouch containing 100 ball bearings, and a pouch containing 10gp Features Urban Explorer You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction. - Rogue 1 AC: 15 | HP: 9/9 | Init: +3 | PP: 15 Sneak Attack: 1d6 | DM Inspiration: 0 On spotting the magical trap, Riffraff sucked in air between his pointy teeth and tutted. This was beyond his level of expertise. However, when Allera stepped up and removed the glyph he smiled approvingly. "Mmmmm...very good. Quite the team of tomb raiders we have here" he commented with a chuckle, before pondering the question of how they should proceed. "I'm of the opinion that if it looks like it twists...then twist away..." he replied, adding "...though if I'm honest brute force is not my strong point...I'm more the squeaky, sneaky type!" Mechanics Main Hand: Off Hand: Empty Action: Search for traps Bonus Action: none Move: none Manipulate: none Edited March 9 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted March 12 Clone Share Posted March 12 (edited) PC Thodin Eversharp Dwarven Paladin 1 AC: 18 (chain mail and shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1 Thodin shrugs at Riffraff and repeats, "twist first? Alright Alatia, clear the green alcove. I'm going to point the arrow towards it when we're ready." When Alatia is out of the alcove, Thodin will gradually push the dias to turn toward the green alcove. The dwarf struggles. He puts his back into it and strains. "It's stuck. Anyone want to help?" Mechanics Main Hand: empty Off Hand: Shield Action: Strength check Bonus Action: -. Move: -. Manipulate: -. Edited March 12 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strength check 6 1d20+3 3 Strength check 10 1d20+3 7 Strength check 8 1d20+3 5 Link to comment Share on other sites More sharing options...
Guest Posted March 12 Clone Share Posted March 12 PC Alatia Carnwheat Human Cleric 1 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 Recognising the source of the lantern's light, Alatia tries to remove the stub of the torch from the green lantern. Noticing that the party is struggling to move the dias she will remain near the green lantern and try and investigate the significance of the 5ft circle on the floor. Mechanics Main Hand: Mace Off Hand: Shield Action: - Bonus Action: - Move: - Manipulate: - Reaction: If attacked within 30ft Alatia will use her reaction to cast Warding Flare in order to impose disadvangate on the attack. Name xDiceName xDiceResult xDiceString xDiceRolls Invesitage 6 1d20 6 Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted March 12 Clone Share Posted March 12 Armando Railwalker Gnomish Warlock 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 Impressed with the woman's flourish of magical talent, Armando clicked his tongue. He only knew she was done because she claimed it, and curiosity returned to the gnome's repertoire. He climbed back to the top of the dais and looked around, trying to discern if anything looked different. Seeing nothing, he shrugged and simply took her word for it. Armando pondered Riffraff's self-reflection for a moment. He wasn't sure what type he was nor if he'd ever spent time considering it or if it was important to know. He rubbed his chin in consternation and almost didn't notice the dwarf pushing on the sarcophagus. At the last moment, Armando jumped down off the dais to get out of the way, but then nothing moved or happened. He was relieved he'd avoided being a disruption. Now suddenly separated from the group by a few feet, the chill and ominous aura of the tomb caught Armando by surprise. The others were only a few feet away, but something about the difference in height and only knowing some of them by the echo of their voices from the other side of the sarcophagus made the gnome uneasy. Although she'd proven to have bouts of excitement so far, Sunny was holding a freshly lit torch. The light from it felt like it might offer some safe haven for Armando so he scurried over to stand next to her. Mustering the courage in a fit of jarbled words, he politely asked her if he could be of any assistance, "Wanna me hold that for you? Issa hold it real good, real close." Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted March 12 Clone Share Posted March 12 (edited) Riffraff RatfolkAbility Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years. Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment. Size. Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger. Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents. Languages. You can speak, read, and write Common., ScoundrelSkill Proficiencies: Acrobatics, Sleight of Hand Tool Proficiencies: Gaming Set (Cards), Forgers Kit Languages: none Equipment: A set of common clothes, pouch containing 100 ball bearings, and a pouch containing 10gp Features Urban Explorer You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction. - Rogue 1 AC: 15 | HP: 9/9 | Init: +3 | PP: 15 Sneak Attack: 1d6 | DM Inspiration: 0 With Thodin giving it all he had and seemingly gettingnowhere, Riffraff chuckled and went over to join him "So the big strong dwarf needs a little more oomph!" he giggled as he put his tools away then leaned his back to the stone and readied himself to push. "3, 2, 1...HEEEEEAAVVVE!!!" he exclaimed as he pushed with all his might. As the sarcophagus began to move, he gave a little sqeak of delight. "Never judge a rat by his whiskers! Small, but MIGHTY!!" he cried Mechanics Main Hand: Empty Off Hand: Empty Action: Strength check Bonus Action: none Move: none Manipulate: put tools away Edited March 12 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strength check 15 1d20 15 Link to comment Share on other sites More sharing options...
Cointhief Posted March 12 Clone Share Posted March 12 (edited) Sunny Suel Barbarian 1 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 In her mind, the torch started to resemble a slithering worm, the dancing tendrils of flame for Sunny were dancing tentacles from within a nasty, jagged toothed orifice. "Say, you're holding me a bit tight don't you think?" the torch-worm pressed humbly. It made her angry. How dare this little worm criticize her grip...as if torch-worms were experts on opposable thumbs. Scanning the twinkling, starry sky her eyes hunted for the telltale signs of a torch-bird in flight. She had just the snack to offer the Glider of the Void. "Woah woah wait. I don't like that look in your eyes..." it pleaded. Luckily, before she could climb up on the broken glass shards and razor sharp metal on the ceiling, Armando offered to take over the solemn duty of guarding the thing. "Hey, that'd be great! I'm tired of listening to it." she revealed. "Besides, looks like maybe they could use a hand!" Overcoming her fear of the death trap on the ceiling, she leaned into the grave with her big blonde frame... Edited March 13 by Cointhief (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Athletics 20 1d20+5 15 Link to comment Share on other sites More sharing options...
Basil_Bottletop Posted March 15 Clone Share Posted March 15 Armando Railwalker Gnomish Warlock 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 Even though he was prepared fully for the woman's response, regardless of which way it went- the bedraggled gnome couldn't help but flinch a little when she handed him the lit torch. She'd shown herself to be a formidable wielder of things -perhaps a different image than the one he had of her in few chance fringe encounters in the taverns- and he wasn't sure if she wasn't going to use the torch to pummel him for even asking. With it in his grasp though, his confidence returned and he held the torch high above his head. The taller companions might need the light up there more than he needed the darkness down at their feet. The light also helped him secure away any thoughts of shadowy things lurking about in the corners of his vision. Sunny had mentioned listening to the torch, but all he heard were the fizzles of the flames and wasn't sure what more he was meant to hear from something as destructive and argumentative as fire. It wasn't like the soothing melodies of the water... Almost immediately after setting about putting himself to use as the torch-bearer, he regretted it. Three among them were now wrestling with the sarcophagus on the dais, and all he wanted to do was scurry a safe distance away. But now he was obligated to remain. The double-edged sword Armando regularly danced upon. Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted March 15 Author Clone Share Posted March 15 Chapter 1: The Whispering Cairn Part One: A Face in Darkness Allera moved up to the sarcophagus and disrupted the magical runes that enabled the trap to exist, she only hoped that she had done it correctly. Magic to counter magic. Thodin then tried to grasp the edge of the sarcophagus and turn it, but it failed to budge, he informed the others that it was stuck in place. Meanwhile Alatia removed the everburning torch from the lantern, which caused the green light cast over the area to fade, replaced by the warm yellow glow of the continual flame that had been placed on the torch. Knealing down, the cleric examined the circle on the floor, trying to see if it was a separate piece of stone from the floor itself but stonework was not her specialty. She made a mental note to have Thodin look at it in a bit. Armando moved back away from the dais and over to Sunny as she offered him the torch as she moved forward to help the dwarf and Riffraff move the sarcophagus. Stopping only momentarily to wave the gnome closer. Since she gave him the torch her human eyes could not cut through the darkness well enough to see much around her. On the count of three and with a combined effort the sarcophagus moved into the next position with a click as it settled into the new slot pointing at the yellow lantern. A great rumbling from somewhere below the chamber can be heard as the circular stone at the end of the yellow tunnel rises eight feet into the air, pushed up by a 5-foot-diameter metal cylinder that seems to arise from the ground itself. Seconds after it comes to a rest, two thin doors slide into the sides of the cylinder, revealing a small empty chamber. The Whispering Cairn Cairn Hills (About two hours outside of Diamond Lake) 7:14 pm, MoondayMonday the 9th of ReapingJuly, 595 CY Scene Information: I have disable the lighting limitations at this time so you can see the room fully. Notes We are on a map (see Active Map spoiler) please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E). Show Active Maps WHISPERING CAIRN Show Bookkeeping PASSIVE PERCEPTION SCORES Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Alatia Light Spell (51 minutes remaining) Sunny Torch (36 minutes remaining) 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted March 17 Clone Share Posted March 17 PC Allera Lorabelis Half-elf Wizard 1 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 did not participate in attempts to turn the sarcophagus around but was watching intently the results of said attempts. The results were... interesting if a touch disappointing. Well, at least magic did not kill anyone. The young wizard made a few steps towards the cylinder. "Is it me or this chamber is truly empty? Can it be because the lamp was not lit?" There were so many questions and ways to test the strange rotating mechanism! Allera even began to understand (ever so slightly) all those adventurers hunting ancient secrets of magic and treasure. Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted March 17 Clone Share Posted March 17 (edited) Riffraff RatfolkAbility Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years. Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment. Size. Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger. Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents. Languages. You can speak, read, and write Common., ScoundrelSkill Proficiencies: Acrobatics, Sleight of Hand Tool Proficiencies: Gaming Set (Cards), Forgers Kit Languages: none Equipment: A set of common clothes, pouch containing 100 ball bearings, and a pouch containing 10gp Features Urban Explorer You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction. - Rogue 1 AC: 15 | HP: 9/9 | Init: +3 | PP: 15 Sneak Attack: 1d6 | DM Inspiration: 0 Riffraff gave a huge toothy grin as the sarcophagus moved and a cylinder rose up at the end of the yellow tunnel "Yesss...a treasure chamber!" he exclaimed, but his delight was short lived. "Empty! No, no, no, no, no!!!" he squealed, before dashing forwards to take a closer look. Mechanics Main Hand: thieves tools Off Hand: Empty Action: dash Bonus Action: none Move: dash over towards the newly revealed cylinder (50') Manipulate: get tools out Edited March 17 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted March 21 Clone Share Posted March 21 PC Thodin Eversharp Dwarven Paladin 1 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 shrugged off his inability to move the dias alone. He was certain that it was stuck and he had loosened it. He was pleasantly surprised to see the cylinder emerge from the ground. Intricate stonework to make those movements possible, especially after years without maintenance. He wondered where the cylinder led. But before he could investigate the stonework of the dias and rising cylinder, Alatia calls Thodin over to the green alcove to examine the stonework on the floor. He troops over near her and gets down on his hands and knees to investigate closely. Mechanics Main Hand: empty Off Hand: Shield Action: Strength check Bonus Action: -. Move: -. Manipulate: -. Name xDiceName xDiceResult xDiceString xDiceRolls Stonecunning 15 1d20+3 12 Link to comment Share on other sites More sharing options...
Dixi Posted March 21 Clone Share Posted March 21 (edited) PC Allera Lorabelis Half-elf Wizard 1 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 made another careful step toward the (apparently empty) chamber when Riffraff bravely darted past her. Aaand did not die on the spot. Reassured that the search was not fatal she let her curiosity bring her closer. "Found anything suspicious? Is it really empty?" Allera studied the chamber too for a few moments before asking the next question. "Do you think we are supposed to put something in it? If so, it can be a number of things. No, more like a countless number of things. Though we can try something simple, like... a coin maybe?" She fished a golden coin out of the silk purse from the bottom of the backpack and tried to delicately toss it into the chamber without touching the chamber walls. Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate: Your one free object interaction goes here. Edited March 21 by Dixi (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted March 21 Clone Share Posted March 21 Riffraff RatfolkAbility Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years. Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment. Size. Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger. Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents. Languages. You can speak, read, and write Common., ScoundrelSkill Proficiencies: Acrobatics, Sleight of Hand Tool Proficiencies: Gaming Set (Cards), Forgers Kit Languages: none Equipment: A set of common clothes, pouch containing 100 ball bearings, and a pouch containing 10gp Features Urban Explorer You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction. - Rogue 1 AC: 15 | HP: 9/9 | Init: +3 | PP: 15 Sneak Attack: 1d6 | DM Inspiration: 0 Riffraff took out his tools and rushed past Allera. "Hmmmm...what have we got here?" he muttered as he gave the outside and doors of the cylinder the once over. He liked Allera's idea about putting stuff inside, though he worried that it might get trapped or even destroyed! Before he could even speak, she'd thrown in a gold coin...Wow! A whole gold? Remind me to invite her to play cards he thought with a wry grin. Mechanics Main Hand: thieves tools Off Hand: Empty Action: Investigate cylinder Bonus Action: none Move: to the cylinder Manipulate: none Name xDiceName xDiceResult xDiceString xDiceRolls Investigation (cyl) 17 1d20+5 12 Link to comment Share on other sites More sharing options...
Cointhief Posted March 21 Clone Share Posted March 21 (edited) Sunny Suel Barbarian 1 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 advanced with Riffraff, giving Armando time to catch up with the light. Watching the coin flutter in the torch light triggered was like a drop of oil finally lubing up some rusty gears. Something happened inside the hollow skull Sunny only ever referred to as 'upstairs'...an idea that would change everything. "It makes sense to me now." she calmly explained. "This stone purse only reveals its treasure to the one with a heart of gold themselves..." turning to the others with a solemn look on her face before nodding once "...me. Don't worry friends, although vanished from sight, you will know I am well by the rhythm of my strike." She clapped a catchy beat eerily similar to one of the bar songs she was singing earlier. "Or, if instead I am betrayed by the stone purse and in peril..." she clapped a single time. "No, no. Say nothing. Its hard for me to believe myself, but truly it must be so..." she saluted before entering the cylinder, waiting for the party to click another clack of the dead body in the center. Edited March 21 by Cointhief (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Int 2 1d20-1 3 Link to comment Share on other sites More sharing options...
Guest Posted March 22 Clone Share Posted March 22 (edited) PC Alatia Carnwheat Human Cleric 1 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 With the torch in hand, its continual flame flickering, and her mace in the other, with its divine light shining, she smiles to herself imaging what she must look like. Her thoughts stop on hearing and then seeing the stone cylinder rise up from the ground. Noticing a similar circle at her feet she takes a step back, just in case she finds herself squashed. "Ooh." Alatia raises her voice to the group, "So.. shall I put this torch back then? Or maybe put it in the yellow lantern now that somethings happening over there?" She looks around the room feeling slightly confused about the whole thing. To herself the priestess whispers, I hate puzzles, and walks towards the sarcophagus. With both hands occupied she gestures towards the stone lid with her chin, "Shall we lift this up then?" Mechanics Main Hand: Mace Off Hand: Shield Action: - Bonus Action: - Move: - Manipulate: - Reaction: If attacked within 30ft Alatia will use her reaction to cast Warding Flare in order to impose disadvangate on the attack. Edited March 22 by FireHound (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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