Jump to content

The Lost City - Entering the Pyramid!


Stiehle

Recommended Posts

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."

 

The half-orc strode into the light alongside Garrick with measured confidence. He couldn't stow what he was, but he at least did the strangers the courtesy of folding his arms like the taller figure.

 

Mechanics

 

Edited by herastor (see edit history)
Link to comment
Share on other sites

Posted (edited)

The pair nod in greeting as first Garrick and then Paaras introduce themselves. "As a matter of fact, my sister and I were discussing much the same thing. We came upon this place ourselves a few months back and have had some luck finding a few interesting magical items - but most of the population here seem too drug-addled to properly barter with us. We've managed to sell most of our finds, with one exception, and were just talking about moving on from this long-forgotten city and get back to proper civilization. I don't suppose you could point us out to the most direct route out of here?"

 

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)
Link to comment
Share on other sites

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


"Then it appears you've been interacting with the followers of Zargon. The way back can be treacherous if you are not suitably robed, masked, and inclined. I think you know that though. What might be a mystery is the landscape beyond this ruin. The winds have turned it into miles of unfamiliar and disorienting dunes."

 

 

 

Mechanics

 

Link to comment
Share on other sites

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.


From the surface and been down here for a month. Wow. So where are you guys from on the surface?

Garrick tries to appear calm on the surface, but he has his doubts about these two and wants to figure out if they truly know about the surface or are lying about been from the surface.

 

OOC

 

Edited by Draidden (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...

Though Danielth's expression is unreadable beneath his mask, Garrick detects a hint of amusement in the man's voice as he answers the monk and then the rogue. "Oh yes, the world above is not for the faint of heart. I doubt most of the drug-addled Zargonites would last longer than a minute up there. A crazy bunch they are, best to leave them be. As to where we're from? Well, let's just say we're from here and there and everywhere. My sister and I never stay too long in one place. Perhaps we'll find a market for our find in Kanak. Unless you're interested? It's quite a fine piece." Danielth moves slowly, so as not to alarm either the half-orc or the elf and retrieves an item from within the folds of his colorful robe and pulls forth a gleaming helm of silver, wrapped in blue cloth. "Wearing this will allow you to read any kind of language at all - useful I think, if you plan to explore this place further. Two thousand gold is a great deal, and we'll take trade if you don't have the coin. We could probably get more in Kanak, but that would be an awfully long journey through the harsh desert. We both sunburn quite easily, you know."

Based on his own knowledge of the area, including the fact that their own caravan had been headed toward Kanak, the stranger's story in itself doesn't seem to be false.

OOC:

Go ahead and give me an Insight check. Both of you.

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

 

Link to comment
Share on other sites

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 takes a moment to ponder what has been said and the offer of the supposedly magical helm.

 

OOC

 

Name
Insight Check
5
1d20+1 4
Link to comment
Share on other sites

 The fellow seems honest enough to Garrick, and the helm certainly looks quite fancy with runes engraved into the metal. It could be magical, he figures.

OOC:

By the way, if anyone else is still around, figure you can see all this going on from where you're standing at the doorway - even if you haven't come in and introduced yourselves. Unless you're hiding and trying not to be seen.

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)
Link to comment
Share on other sites

×
×
  • Create New...