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The Lost City - Entering the Pyramid!


Stiehle

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Paaras takes the mace and gives it a few practice swings as Rodnel takes the unidentified potion and the rest of the loot is gathered up by Garrick. The rogue scans the hallway carefully as they approach the cross passage and Selina advises on what she can see beyond the vision of the others. Then suddenly, Garrick raises up a hand for the party to stop. The rogue kneels down to get a better look at what he'd glimpsed, and allows himself a grim nod. A thin seam forms a square at the point where the two hallways intersect. A pit trap, from the looks of it.

OOC

Wisely done, sir! Your 18 roll just barely hit the DC, so it's pretty well concealed. If you want to try and disable it, please give me an Investigation check and a Thieves' Tools check (INT). You can also choose to circumvent the trap by very carefully hugging the corner and stepping around it, but there's some risk in that. I'd need and Acrobatics check (or a plain old DEX check if you don't have that skill) against a DC in the area of 10-15 - and wearing heavy armor will give you Disadvantage on that roll, by the way!

Adventure Details

Detail Map

Dungeon Map

Party Health & Adventure Notes

Selina (18/19 HP) Darkvision
Paaras (16/23 HP) Darkvision
Raaz (22/22 HP)
Ongotho (27/27 HP)
Garrick (17/21) Darkvision; carrying an Everburning lantern
Rodnel (20/20 HP) Mage Armor is active for a bit less than 8 hours; Darkvision

Player Mentions

@Draidden

@herastor

@RedDingo

@Magiker

@Der_kulge

@Ensou

 

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Garrick Darean
 
AC: 15 | HP: 17/21 | 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+2)
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

Spell Slots: 2 /2 | Hit Dice: 3 / 3 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 (+2d6): 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.

Archetype - Arcane Trickster

Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st

  • Cantrips Known: Mage Hand, Mending, Mold Earth
  • 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep

Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

 

Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.


Seems we have a pit trap here. Give me a few to see if I can disable it.

He then spends some time studying the trap and looking for a way to disable it so they can safely cross.

OOC

 

Name
Investigation check
21
1d20+5 16
Thieves tools check to disable
10
1d20+6 4
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%5Bfont%3D%22Comic%20Sans%20MS%2C%20Century%20Gothic%2C%20Arial%22%5D%5Bsize%3D3%5D%5Bb%5DRodnel%20Glamerstone%5B%2Fb%5D%5B%2Fsize%5D%5Bsize%3D2%5D%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Findex.php%3F%2Ftopic%2F9725-rodnel-gnome-diviner%2F%22%5D%5BSheet%5D%5B%2Furl%5D%5B%2Fsize%5D%5B%2Ffont%5D%20%5BCOLOR%3D%22SandyBrown%22%5D%5Bb%5D%5Bsize%3D1%5DAC%3A%2017%20%7C%20HP%3A%2020%2F20%20%7C%20Initiative%3A%20%2B4%20%7C%20Speed%3A%2025%20%7C%20Passive%20Perception%3A%2014%20%7C%20Spells%20Used%3A%201%2F4%2C%200%2F2%20%7C%20Portent%20Used%3A%200%2F2%20%7C%20Runes%20Used%3A%200%2F2%5B%2Fsize%5D%5B%2Fb%5D%5B%2FCOLOR%5D%20%5Bfieldset%3D%22%22%5D%5Bfloatleft%5D%5BIMG%5Dhttps%3A%2F%2Fgroups.tapatalk-cdn.com%2Favatar%2F14669%2F7311102_1510318574.jpg%5B%2FIMG%5D%5B%2Ffloatleft%5D%0ARodnel's%20eyes%20nearly%20pop%20out%20of%20his%20head.%20%5Bcolor%3Dbrown%5DTake%20caution%2C%20my%20friend!%20%5B%2Fcolor%5D%5B%2Ffieldset%5D
Rodnel Glamerstone[Sheet] AC: 17 | HP: 20/20 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 1/4, 0/2 | Portent Used: 0/2 | Runes Used: 0/2
7311102_1510318574.jpg

Rodnel's eyes nearly pop out of his head. Take caution, my friend!

 

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Thanks to a close examination of the pit trap, Garrick learns that spiking the lid closed would be fairly easy - he just needs use his tools to this pressure point... and... that one! Though he very nearly breaks the pin in doing so, the rogue manages to render the lid inoperable!

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


AC: 18 | HP: 20/23 | Initiative: +4 | Passive Perception: 16 | Movement: 40 ft


Stats | Saves | Skills | Ki: 2/3


"I assume that worked then."

 

Paaras crept close and looked at the floor, still uncertain how the rogue managed to spot it.

 

"Will Selina still need to tread with care?"

 

Mechanics

 

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Garrick Darean
 
AC: 15 | HP: 17/21 | 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+2)
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

Spell Slots: 2 /2 | Hit Dice: 3 / 3 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 (+2d6): 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.

Archetype - Arcane Trickster

Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st

  • Cantrips Known: Mage Hand, Mending, Mold Earth
  • 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep

Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

 

Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.


Well, let's find out.

He carefully steps forward onto the trap, silently praying he got this right. When the trap holds firm he breathes a sigh of relief.

It seems to be safe now. But I would not go jumping up and down on it and would suggest one person at a time.

He glances down each hall to see what if anything he can see down them, relates that info to the others.

So which one would you like to check out first?

He will lead the way down whichever hall is chosen, checking for traps.

OOC

 

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One by one, the group tests their weight on the trap door and are relieved when it fails to give way beneath them. No telling what's down there, but it's probably not very fun. Selina, whose darkvision is vastly superior to anyone else's, including the illumination cast by Garrick's lantern, reports that the hallway to the north ends in a door - which is actually just barely visible to anyone that cross over the pit in that direction - while the corridor east extends some hundred feet or a bit more and ends in a T intersection. Everyone on the west side of the pit can also see the hallway heading that direction takes an elbow bend to the north about fifty feet away.

OOC

Which way, then?

Adventure Details

Detail Map

Dungeon Map

Party Health & Adventure Notes

Selina (18/19 HP) Darkvision (300')
Paaras (16/23 HP) Darkvision
Raaz (22/22 HP)
Ongotho (27/27 HP)
Garrick (17/21) Darkvision; carrying an Everburning lantern
Rodnel (20/20 HP) Mage Armor is active for a bit less than 8 hours; Darkvision

Player Mentions

@Draidden

@herastor

@RedDingo

@Magiker

@Der_kulge

@Ensou

 

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Garrick Darean
 
AC: 15 | HP: 17/21 | 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+2)
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

Spell Slots: 2 /2 | Hit Dice: 3 / 3 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 (+2d6): 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.

Archetype - Arcane Trickster

Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st

  • Cantrips Known: Mage Hand, Mending, Mold Earth
  • 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep

Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

 

Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.


After listening to Selina explain what she sees in each direction, Garrick decides to continue towards the door.

Let's see what's behind the door.

He moves slowly and continues to inspect the hall for more traps. If/once he makes it to the door he will search it for traps and then either try to remove the trap or open the door if he doesn't find one.

OOC

 

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Ongotho

 image.png.47e0286489fc1c5ecbcd00d9a66e0cf1.pngOngotho scratches bottom of his scaly chin at the maze.

'Homebuilder likes many corners. Ongotho prefers an empty lake, easy to see till the end.'

 

 

 

 


Level 3 Druid of the Mountain | AC 21 | HP 27/27 | Walk 20ft | Darkvision 20ft | Passive: Perception 15 Insight 15 | Saves DEX 1 CON 3 INT 2 WIS 5 CHA -4 | Arcana 2 Nature 2 Stealth 3 Survival 5 | Sheet |   

 

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


AC: 18 | HP: 20/23 | Initiative: +4 | Passive Perception: 16 | Movement: 40 ft


Stats | Saves | Skills | Ki: 2/3


Paaras tread carefully up to the door as well, newly wary of every inch of ground. Once there he inspected the door closely alongside Garrick. Ongotho did earn a grunt of agreement from the half-orc as he focused.

 

Mechanics

Giving a help action to Garrick if he needs to roll.

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%5Bfont%3D%22Comic%20Sans%20MS%2C%20Century%20Gothic%2C%20Arial%22%5D%5Bsize%3D3%5D%5Bb%5DRodnel%20Glamerstone%5B%2Fb%5D%5B%2Fsize%5D%5Bsize%3D2%5D%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Findex.php%3F%2Ftopic%2F9725-rodnel-gnome-diviner%2F%22%5D%5BSheet%5D%5B%2Furl%5D%5B%2Fsize%5D%5B%2Ffont%5D%20%5BCOLOR%3D%22SandyBrown%22%5D%5Bb%5D%5Bsize%3D1%5DAC%3A%2017%20%7C%20HP%3A%2020%2F20%20%7C%20Initiative%3A%20%2B4%20%7C%20Speed%3A%2025%20%7C%20Passive%20Perception%3A%2014%20%7C%20Spells%20Used%3A%201%2F4%2C%200%2F2%20%7C%20Portent%20Used%3A%200%2F2%20%7C%20Runes%20Used%3A%200%2F2%5B%2Fsize%5D%5B%2Fb%5D%5B%2FCOLOR%5D%20%5Bfieldset%3D%22%22%5D%5Bfloatleft%5D%5BIMG%5Dhttps%3A%2F%2Fgroups.tapatalk-cdn.com%2Favatar%2F14669%2F7311102_1510318574.jpg%5B%2FIMG%5D%5B%2Ffloatleft%5D%0AAlthough%20the%20smallest%20and%20lightest%20of%20the%20party%2C%20Rodnel%20still%20eases%20his%20way%20over%20the%20pit%20trap%20with%20apprehension.%20%5Bcolor%3Dbrown%5DEast%20and%20north%2C%20both%20good.%5B%2Fcolor%5D%5B%2Ffieldset%5D
Rodnel Glamerstone[Sheet] AC: 17 | HP: 20/20 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 1/4, 0/2 | Portent Used: 0/2 | Runes Used: 0/2
7311102_1510318574.jpg

Although the smallest and lightest of the party, Rodnel still eases his way over the pit trap with apprehension. East and north, both good.

 

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Garrick looks over the door carefully, with Paaras right behind him. The half-orc doesn't note anything dangerous either, and with a nod the rogue opens the door quietly. This immense room is obviously a place of worship. On either side of a broad center aisle are rows of high-backed wooden benches that extend all the way to the far end of the room, where a wide hallway exits the temple - though only Selina can see that far through the darkness. The door through which the party has entered opens onto an illuminated dais that fills this entire end of the room, extending out about fifteen feet before descending into the main worship area. Narrow aisles along the walls run past ornate mosaics to a pair of small fountains set into the walls on either side of the dais, just in front of the first stone bench. On the dais itself, near a stone altar, lay three large toppled statues that look similar to the ones on the top of the pyramid outside - a strong bearded man holding a balance in one hand and a lighting bolt in the other; a slim woman cradling a sheaf of wheat in one arm and holding a longsword in the other hand; and a winged child with two snakes twined around its body, holding a wand in one hand and a handful of coins in the other.

Two figures about forty feet away stand near the toppled statues, one of them leaning against the broken stonework in a nonchalant manner while the other's stance is more rigid, their arms crossed in front of their chest. Both are clad in colorful clothes and their hair is a dark shade of red, but masks conceal most of their faces - both of them crafted to appear as foxes. A lantern is set upon one of the larger stone chunks that made up the pedestal of the middle-most statue, shedding plentiful light upon most of the dais, as well as the statues and the front thirty feet or so of the worship area. Beyond that is darkness, though the ambient light gives those without darkvision at least some idea of the surroundings. The moment draws out, as Garrick decides whether to hail the strangers, attack, or perhaps sneak up on them to eavesdrop. In that instant though, he can't be sure if they've noticed him yet, as they are engrossed in their personal conversation...

OOC

Depending on how you want to go about this, you may speak to them to alert them to your presence or give me a Stealth check - Garrick at least and anyone else who wants to move in. In the latter case, it will be an opposed roll against their Passive Perception as they aren't actively looking around. If anyone is NOT moving into the room, let me know what you're doing.

Adventure Details

Detail Map

Dungeon Map

Party Health & Adventure Notes

Selina (18/19 HP) Darkvision (300')
Paaras (16/23 HP) Darkvision
Raaz (22/22 HP)
Ongotho (27/27 HP)
Garrick (17/21) Darkvision; carrying an Everburning lantern
Rodnel (20/20 HP) Mage Armor is active for a bit less than 8 hours; Darkvision

Player Mentions

@Draidden

@herastor

@RedDingo

@Magiker

@Der_kulge

@Ensou

 

Edited by Stiehle (see edit history)
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Garrick Darean
 
AC: 15 | HP: 17/21 | 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+2)
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

Spell Slots: 2 /2 | Hit Dice: 3 / 3 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 (+2d6): 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.

Archetype - Arcane Trickster

Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st

  • Cantrips Known: Mage Hand, Mending, Mold Earth
  • 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep

Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

 

Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.


Not recognizing the masks on these two, Garrick decides to try to get closer and listen to them before announcing themselves. He holds his hand up to those behind trying to signal them to stop and then puts a finger to his lips to signal quiet. He then starts trying to move closer while sticking to the shadows.

OOC

 

Name
Stealth check
11
1d20+6 5
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Posted (edited)

Garrick starts to move closer to overhear their words, but the rogue fails to see a loose stone in the darkness and it skitters away from his boot as he kicks it accidentally. He winces as the masked heads of the two figures turn in his direction as one. The smaller figure reaches for a shortsword on their belt, but doesn't draw it. The taller figure crosses its arms against their chest and cocks their head to one side as it speaks in a voice that sounds distinctively masculine - and more amused than alarmed.

"Well, well... what do we have here? A stranger, and a newcomer as well, if my guess is correct? You don't look Cynidicean, your skin has too much color. And an elf? From the surface world?" He glances at the other, who moves their hand away from the sword hilt they'd reached for. "I imagine you're not here by yourself? I'm Danielth, this is my sister, Danara."

OOC

Thank you for your patience everyone, I hope we've still got all our players. If not, I've only myself to blame. A tough tax season (I always forget how draining these months are between January and April) and I got sick on top of that - though had no choice but to work through it. But I'm feeling better now and tax season is done, so let's get this show on the road!

Adventure Details

Detail Map

Dungeon Map

Party Health & Adventure Notes

Selina (18/19 HP) Darkvision (300')
Paaras (16/23 HP) Darkvision
Raaz (22/22 HP)
Ongotho (27/27 HP)
Garrick (17/21) Darkvision; carrying an Everburning lantern
Rodnel (20/20 HP) Mage Armor is active for a bit less than 8 hours; Darkvision

Player Mentions

@Draidden

@herastor

@RedDingo

@Magiker

@Der_kulge

@Ensou

 

Edited by Stiehle (see edit history)
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Garrick Darean
 
AC: 15 | HP: 17/21 | 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+2)
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

Spell Slots: 2 /2 | Hit Dice: 3 / 3 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 (+2d6): 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.

Archetype - Arcane Trickster

Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st

  • Cantrips Known: Mage Hand, Mending, Mold Earth
  • 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep

Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

 

Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.


Garrick stays where he is, not getting any closer.

Correct on all accounts. My name is Garrick. We stumbled upon this place during a fairly nasty sandstorm and took shelter. Needless to say it was a total surprise that the civilization still thrived below the surface. You don't normally find that when you stumble upon a long lost city.

He will let the others step forward and announce themselves if they wish.

 

OOC

 

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