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The Lost City - Entering the Pyramid!


Stiehle

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Several days past, a group of adventurers joined a desert caravan bound for the distant market city of Kanak on the southern shore of Lake Udrukankar, many leagues to the south across the Dry Steppes. But halfway to their destination, a terrible sandstorm struck, separating the party from the caravan and leaving them lost and alone when the winds finally died down hours later. The fate of the caravan was unknown, but they headed south, in the direction they were originally headed. Days passed, and the storms continued - even if those weren't nearly as fierce as the first one encountered - and though magic was used to fill the waterskins of the survivors, it wasn't enough to stave off their thirst. And then there's the matter of their food supplies running out...

But after five days, alerted by a flash of light that beckoned to those that glimpsed it, they stumbled upon a number of stone blocks thrusting forth from a massive sand dune. A closer investigation revealed that the sand had covered the remains of a tall stone wall, and on the far side of the wall could be seen parts of a ruined city rising from the desert like a ghost ship rising up from the depths of the ocean. The exposed stone blocks had been scoured smooth by the blowing sands, and many lay toppled and cracked with the passing of time - but it appeared that the buildings themselves still lay buried intact beneath the sand far beneath their feet. In the center of this long-buried city towered a stepped pyramid, and it was this structure that caught their eye - or rather the apex of the ziggurat - for it still glinted in the morning sun. 

The pyramid itself had five step-like tiers, each some twenty feet high. The bottommost tier nearly covered over with sand, but a broad staircase about forty feet wide rose up through those massive steps, all the way to the top of the highest tier at least eighty feet above the sand. Upon that highest tier stand three 30-foot-tall bronze statues. One depicted a strong, bearded man holding a balance in one hand and a lightning bolt in the other. Another was that of a winged child with two snakes twined about its body. The third appeared as a beautiful woman, holding in one hand a sheaf of wheat and in the other a longsword.

image.jpeg.04f0e0f0012e59a4c2fb05576d97ae7e.jpeg

Upon entering the pyramid through a door held half ajar by the desiccated corpse of a hobgoblin, the adventurers soon learned that there was still life held within this lost city once called Cynidicea. Three separate factions - each represented by those figures atop the pyramid and each at odds with each other due to long-held prejudices and differing belief systems - were encountered one by one.  First was the Brotherhood of Gorm, fierce warriors who held women and non-humans in either disdain or outright hostility. Next were the Maidens of Madarua, female warriors with similar (though opposite) prejudices without the racial intolerance - for the most part, anyway. Third were the Magi of Usamigaras, spellcasters who respected those that could wield magic rather than blades. But all three factions held the Zargonites in absolute contempt - for the followers of Zargon had corrupted the inhabitants of the Lost City centuries past. And though the adventurers soon learned that many still lived in that subterranean place, most were either followers of Zargon or kept docile and unwilling to resist by drug-induced dreams. Only the followers of Gorm, Madarua and Usamigaras still actively fought against the evil followers of Zargon, though each had different ideas of how best to do so - and through their lack of unity they were doomed to fail it seemed, for none could gain a credible foothold in the ongoing struggle. Of Zargon itself, the party learned that it was said to be a monster of some kind, unearthed generations past when Cynidicea fell. The stories told were many and varied, with some calling it a giant man-shaped creature while others insisted it was a dragon, or even an immense spider.

In any case, the adventurers decided to help these survivors, and pledged to the warrior maidens or the magi - depending on how they were tolerated by those disparate factions - and began to further explore the depths of the pyramid.  They encountered many creatures, from white-furred apes that must surely have once been surface-dwelling animals long ago, to vermin such as spiders, beetles and carrion crawlers. They also overcame deadly traps and a good many undead on the level beneath those in which the factions dwelled, for the chambers there were given over to ancient tombs - some of which had been plundered long ago.  And it is in this dungeon level filled with tombs and undead that the party continues their exploration...
 

Edited by Stiehle (see edit history)
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Leaving behind the tomb of the tax collector - or whatever he had been in life - and the zombies that had been returned to their permanent non-living state, Garrick eased around the corner to peer south along that corridor. Following along the passage, which bent to the west, the party came upon a T intersection. The corridor ahead continued west, past a door set into the north wall before it bent north at the far edge of their light. Nearer at hand, at the junction, the hallway also delved north, a door on the right-hand side before elbowing back to the east further ahead, where another door could be glimpsed.

 

OOC

OK, here we go!  You've got two corridors to explore if you'd like, and three doors. I'll get this post fixed up soon with a link to the map and such, but hopefully the description above will get things started.

Adventure Details

Dungeon Map

PC Health & Adventure Notes

Garrick (10/16) Darkvision
Raaz (19/22 HP) Darkvision for 30 minutes; Used 1 [of 2] Level 1 Spell Slots 
Paaras (15/15 HP +5 THP) Darkvision
Selina (19/19 HP +5 THP) Darkvision; Used 1 [of 3] Level 1 Spell Slots
Rodnel (14/14 HP +5 THP) Mage Armor is active for 7.5 hours; Darkvision; Used 2 [of 3] Level 1 Spell Slots
Naylah (12/12 HP +5 THP) Light is active; Darkvision for 30 minutes; Used 3 [of 3] Level 1 Spell Slots

 

 

Edited by Stiehle (see edit history)
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[font="Comic Sans MS, Century Gothic, Arial"][size=3][b]Rodnel Glamerstone[/b][/size][size=2][url="https://www.myth-weavers.com/index.php?/topic/8393-rodnel-gnome-diviner/"][Sheet][/url][/size][/font] [COLOR="SandyBrown"][b][size=1]AC: 17 | HP: 19*/14 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 3/3 | Portent Used: 1/2 | Runes Used: 0/2[/size][/b][/COLOR] [fieldset=""][floatleft][IMG]https://groups.tapatalk-cdn.com/avatar/14669/7311102_1510318574.jpg[/IMG][/floatleft] [size=2][COLOR="SandyBrown"][b]"Perhaps best not to leave this door unchecked?"[/b][/COLOR][/size] Rodnel's voice is still just a whisper as he points to the door nearest their position.[/fieldset]
Rodnel Glamerstone [Sheet] AC: 17 | HP: 19*/14 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 3/3 | Portent Used: 1/2 | Runes Used: 0/2
7311102_1510318574.jpg

"Perhaps best not to leave this door unchecked?"

Rodnel's voice is still just a whisper as he points to the door nearest their position.

 

Edited by Magiker (see edit history)
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Naylah al'Muranni
Neutral Good Female Human Divine Soul Sorceress 2

 

75JdPin.jpg

With the undead dealt with Naylah backed away from the scene. "At least they finally rest. Let us see what's around the corner here..." She moved on to the corner and shined the light for the others, but didn't go ahead into the looming hallway ahead.

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 The party moves to the nearest stone door, the one Magiker points out. Naylah ventures a bit further onward, to the corner of the passage as she peeks around but doesn't enter. The illumination shed by her sparkling hair net is enough for her to see maybe forty feet or so, and the corridor stretches farther than that - with nothing of particular note.

 

OOC

I'm hoping everyone got the notifications. If not, make sure I've got your login name correct in the Player Mentions spoiler below. Any suggestions on how to do it better would be appreciated - and that goes for everything! Still figuring out how to best utilize Baldr as far as the layout of my posts.

The map is updated, let me know your actions!

Adventure Details

Dungeon Map

PC Health & Adventure Notes

Garrick (10/16) Darkvision
Raaz (19/22 HP) Darkvision for 30 minutes; Used 1 [of 2] Level 1 Spell Slots 
Paaras (15/15 HP +5 THP) Darkvision
Selina (19/19 HP +5 THP) Darkvision; Used 1 [of 3] Level 1 Spell Slots
Rodnel (14/14 HP +5 THP) Mage Armor is active for 7.5 hours; Darkvision; Used 2 [of 3] Level 1 Spell Slots
Naylah (12/12 HP +5 THP) Light is active; Darkvision for 30 minutes; Used 3 [of 3] Level 1 Spell Slots

Player Mentions

@Draidden

@Feuerrabe

@herastor

@RedDingo

@Magiker

@Der_kulge

 

 

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Garrick Darean
 
AC: 15 | HP: 10/16 | Initiative: +4 | Passive Perception: 15
 
Str: 13 (+1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 16 (+2) | Wis: 12 (+1) | Cha: 08 (-1)
 
Attacks:
+1 Longsword: Att: +4, Dmg: 1d8+2 (1d10+3)
Rapier: Att: +6, Dmg: 1d8+4 (piercing)
Shortbow: Att: +6, Dmg: 1d6+4 (piercing) Range: 80/320
Dagger: Att: +6, Dmg: 1d4+4 (piercing) Range: 20/60
 
Hit Dice: 2/2 d8 | Conditions: Normal
 
Saves: Str +1 , Dex +6, Con +1, Int +5, Wis +1, Cha -1
 
Death Saves: 0 success's/0 failures

Racial Features

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you 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.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. He knows Prestidigitation.

Extra Language: You can speak, read, and write one extra language of your choosing.

Rogue Features

Expertise (Perception, Thieves Tools): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack (1d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

 

 


Garrick will check the door out before they try to open it. He carefully scans the door for traps or other surprises.

 
 

 

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Title

 

OOC

I'm going to need to rebuild my post template and Make a new picture. Just the basics this time.

Paaras Lv. 2 Half-Orc Monk


 

As usual, Paaras is right there with Garrick at the door and provided an extra set of eyes to the elf's efforts. As he helped, he slid easily into a defensive stance. Experience had already shown him the wisdom of doing so before anything even had the chance to come at them.

 

Mechanics

Giving out a help action.

 

 

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Neither Garrick nor Paaras find anything concerning about the door or the area just in front, and they cautiously open it up. Not surprisingly, this is another tomb, paintings on the walls depict scenes of a throne room with a man giving advice to kings and queens. In the center of the the room lies a once-elaborately crafted wooden coffin. But now it is surrounded by debris, and at a glance it looks like something has torn great chunks out of its sides, dragging the contents out through the gaping holes. Thanks to their darkvision, they can see a fairly large hole - it looks like a burrow - dug out in the far northeast corner. Heavy scratches along the walls have brought down chunks of stone here and there. At the moment though, they don't see anything within the chamber.

 

OOC

Actions?

Adventure Details

Dungeon Map

PC Health & Adventure Notes

Garrick (10/16) Darkvision
Raaz (19/22 HP) Darkvision for 30 minutes; Used 1 [of 2] Level 1 Spell Slots 
Paaras (15/15 HP +5 THP) Darkvision
Selina (19/19 HP +5 THP) Darkvision; Used 1 [of 3] Level 1 Spell Slots
Rodnel (14/14 HP +5 THP) Mage Armor is active for 7.5 hours; Darkvision; Used 2 [of 3] Level 1 Spell Slots
Naylah (12/12 HP +5 THP) Light is active; Darkvision for 30 minutes; Used 3 [of 3] Level 1 Spell Slots

Player Mentions

@Draidden

@Feuerrabe

@herastor

@RedDingo

@Magiker

@Der_kulge

 

 

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Garrick Darean
 
AC: 15 | HP: 10/16 | Initiative: +4 | Passive Perception: 15
 
Str: 13 (+1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 16 (+2) | Wis: 12 (+1) | Cha: 08 (-1)
 
Attacks:
+1 Longsword: Att: +4, Dmg: 1d8+2 (1d10+3)
Rapier: Att: +6, Dmg: 1d8+4 (piercing)
Shortbow: Att: +6, Dmg: 1d6+4 (piercing) Range: 80/320
Dagger: Att: +6, Dmg: 1d4+4 (piercing) Range: 20/60
 
Hit Dice: 2/2 d8 | Conditions: Normal
 
Saves: Str +1 , Dex +6, Con +1, Int +5, Wis +1, Cha -1
 
Death Saves: 0 success's/0 failures

Racial Features

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you 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.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. He knows Prestidigitation.

Extra Language: You can speak, read, and write one extra language of your choosing.

Rogue Features

Expertise (Perception, Thieves Tools): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack (1d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

 

 


Glancing around the room Garrick shakes his head and whispers back to Paaras and the others.

Looks like another tomb. Coffin destroyed. Hole in northeast corner, looks like a burrow of some kind. We can shut the door and move on, or move and and check it out and be ready for another undead or monster to attack us.

He waits for a response and will either close the door or cautiously move in, whatever the group decides.
 

 

Edited by Draidden (see edit history)
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Title

Paaras Lv. 2 Half-Orc Monk Paaras-Token.png.3fd5defaa6a8115d41a09f3591a596ac.png


AC: 18 | HP: 20/15 | Initiative: +4 | Passive Perception: 16Darkvision 60 ft | Movement: 40 ft


StatsSTR 11 (+0)
DEX 18 (+4)
CON 13 (+1)
INT 11 (+0)
WIS 18 (+4)
CHA 8 (-1)
| SavesSTR +2
DEX +6
| SkillsAthletics +2
Acrobatics +6
Insight +6
Perception +6
Intimidation +1
| Ki: 0/2


Paaras glanced back at Rodnel. As he looked back to the hole, he sighed.

 

"If I had to guess, this looks like the work of one of those strange worm beasts we fought not long ago. The burrow looks a little too clean to be the rats. The scratches on the wall suggest the same thing."

 

 

 

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Naylah al'Muranni
Neutral Good Female Human Divine Soul Sorceress 2

 

75JdPin.jpg

Naylah raised an eyebrow at Paaras assessment of the beast that may have caused the damage to the sarcophagus. She did take a closer look at one of the holes - her guess was that the damage was relatively old, from a time when the body inside the sarcophagus was still relatively fresh. Furthermore, she looked for scratches or acid burns, trying to figure out which implements the beasts used to get into the sarcophagus. Teeth, claws, something else...

 

Despite taking the time to have a look, she wasn't particularly keen on confronting the creatures that did that, and she wasn't inclined to spend a great deal of time in the crypt chamber. "I would prefer to move on," she said out loud even as she leaned forward to investigate, to indicate that she had no intention taking more than a brief look.

Name
Intelligence (Investigation)
16
1d20+1 15
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[font="Comic Sans MS, Century Gothic, Arial"][size=3][b]Rodnel Glamerstone[/b][/size][size=2][url="https://www.myth-weavers.com/index.php?/topic/8393-rodnel-gnome-diviner/"][Sheet][/url][/size][/font] [COLOR="SandyBrown"][b][size=1]AC: 17 | HP: 19*/14 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 3/3 | Portent Used: 1/2 | Runes Used: 0/2[/size][/b][/COLOR] [fieldset=""][floatleft][IMG]https://groups.tapatalk-cdn.com/avatar/14669/7311102_1510318574.jpg[/IMG][/floatleft] [size=3][COLOR="SandyBrown"][b]"Yes, indeed, yes."[/b][/COLOR][/size] Rodnel rapidly agrees with Naylah's assessment.[/fieldset]
Rodnel Glamerstone [Sheet] AC: 17 | HP: 19*/14 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 3/3 | Portent Used: 1/2 | Runes Used: 0/2
7311102_1510318574.jpg
"Yes, indeed, yes." Rodnel rapidly agrees with Naylah's assessment.

 

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The party decides not to enter into the tomb, and from the doorway it's hard for Naylah to make out any details about the holes in the sides of the coffin. The sarcophagus was definitely torn into, though whether by tooth or claw it's hard to tell - it could have even been done with an axe or other bladed instrument, she supposes.

 

In any case, the group continues onward, around the corner just beyond the door leading into the large chamber. There they find that the passage dead-ends after a bit more than a hundred feet or so. However, twenty feet shy of the stone wall that brings the corridor to an abrupt end is a trapdoor set firmly in the floor of the passage. It is basically a large stone slab - about seven feet to a side - with a bronze ring bolted solidly into a central knob. It looks quite heavy, but there is no apparent lock to be seen.

 

OOC

I got the impression nobody actually went into the room, but let me know if that is not correct and I might adjust that description, based on the Investigation roll. Being as the map showed nobody in the room itself, I figured it was done from a distance. So, actions?

Adventure Details

Dungeon Map

PC Health & Adventure Notes

Garrick (10/16) Darkvision
Raaz (19/22 HP) Darkvision for 30 minutes; Used 1 [of 2] Level 1 Spell Slots 
Paaras (15/15 HP +5 THP) Darkvision
Selina (19/19 HP +5 THP) Darkvision; Used 1 [of 3] Level 1 Spell Slots
Rodnel (14/14 HP +5 THP) Mage Armor is active for 7.5 hours; Darkvision; Used 2 [of 3] Level 1 Spell Slots
Naylah (12/12 HP +5 THP) Light is active; Darkvision for 30 minutes; Used 3 [of 3] Level 1 Spell Slots

Player Mentions

@Draidden

@Feuerrabe

@herastor

@RedDingo

@Magiker

@Der_kulge

 

 

Edited by Stiehle (see edit history)
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Garrick Darean
 
AC: 15 | HP: 10/16 | Initiative: +4 | Passive Perception: 15
 
Str: 13 (+1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 16 (+2) | Wis: 12 (+1) | Cha: 08 (-1)
 
Attacks:
+1 Longsword: Att: +4, Dmg: 1d8+2 (1d10+3)
Rapier: Att: +6, Dmg: 1d8+4 (piercing)
Shortbow: Att: +6, Dmg: 1d6+4 (piercing) Range: 80/320
Dagger: Att: +6, Dmg: 1d4+4 (piercing) Range: 20/60
 
Hit Dice: 2/2 d8 | Conditions: Normal
 
Saves: Str +1 , Dex +6, Con +1, Int +5, Wis +1, Cha -1
 
Death Saves: 0 success's/0 failures

Racial Features

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you 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.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. He knows Prestidigitation.

Extra Language: You can speak, read, and write one extra language of your choosing.

Rogue Features

Expertise (Perception, Thieves Tools): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack (1d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

 

 


Garrick comes to a stop and stares at the trap door in the floor of the corridor. He reaches back and lifts his crowbar up a little to show the others.

Shall we try and open this door and see what trouble lie beyond?

If any agree he lets them pull on the ring and he will try to use his crowbar to help lift the slab by jabbing the end into the crack and pulling on the crowbar. If not then he will lead them back to the other hallway and up to the first unopened door and check it out.

 

 

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