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The Lost City - Entering the Pyramid!


Stiehle

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


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


Stats | Saves | Skills | Ki: 3/3


Paaras gave a short huff of understanding, but something about the process still nagged at him. If the gods knew the results, why hide them in any way? Clarity would certainly prove more advantageous. As he was thinking about it, Rodnel's warning brought Paaras' eyes to the statues. As thoughts of monstrous stone creatures crept into and mixed with musings on gods, Paaras coiled in preparation to run to Garrick's aid.

 

"That seems like a good way of the will of your god to be misinterpreted."

 

Mechanics

 

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8 hours ago, Stiehle said:

Garrick, go ahead and give me a Perception check. Feel free to do so whenever you're stating that your searching. :)

Will do. Added an investigation check for if he reaches the desk and searches it, but it appears he has dust in his eyes for that part.

Edited by Draidden (see edit history)
Name
Perception check
18
1d20+5 13
Investigation to check desk
6
1d20+5 1
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Ongotho

 image.png.47e0286489fc1c5ecbcd00d9a66e0cf1.pngOngotho steps into the space, adding his own scanningPassive Perception 15 of the area.

 

 

 

 

 


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 |   

 

Edited by Ensou (see edit history)
Name
Initiative
10
1d20+1 9
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As Garrick moves across the room, his boots making hardly any noise at all on the padded carpet, the demonic statues begin to move. Their heads turn to track the rogue - who nearly freezes in his tracks at the unsettling sight. Then the formidable-looking gargoyles snarl and dart toward him!

OOC

You were all on guard about the gargoyle statues, so everyone can roll initiative. If you beat the bad guys, go ahead and post your actions - if not, feel free to wait if you'd like, but they seem to be making a beeline toward Garrick with the intent to tear him to shreds. I'll give a few days for everyone to roll, and if anyone hasn't done so by then I'll roll for them and bot their actions as necessary. By the end of this combat, I'm hoping to have a better idea of who is still with us - if you're still alive. These things look very tough...

Adventure Details

Detail Map

Dungeon Map

PC Health & Adventure Notes

Raaz (22/22 HP) Used Spell SlotsLevel One - 1 (of 2)
Rodnel (20/20 HP) Mage Armor is active for 8 hours; Darkvision; Used Spell SlotsLevel One Spells - 2 (of 3)
Paaras (23/23 HP) Darkvision
Selina (19/19 HP +5 THP) Darkvision; Used Spell SlotsLevel One - 1 (of 3)
Garrick (15/21) Darkvision; holding an Everburning lantern

Player Mentions

@Draidden

@herastor

@RedDingo

@Magiker

@Der_kulge

@Ensou

 

Edited by Stiehle (see edit history)
Name
Gargoyle Initiative
19
1d20 19
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Garrick Darean
 
AC: 15 | HP: 20/21 | 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+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

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 (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.

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.


Oh come on! That is so unoriginal. Everyone does attacking statues.

Garrick quips as he prepares to receive the onslaught of the gargoyles.

OOCGarrick's comment is meant in character. It is in no way a criticism of the DM. Meant to be comical.

 

Name
Initiative or not initiative ???
9
1d20+4 5
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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%20Rodnel%20looks%20into%20the%20chamber%2C%20utterly%20unsurprised%20that%20the%20demonic%20statues%20have%20come%20to%20life.%20%20%5Bi%5DIts%20almost%20like%20I%20warned%20them.%5B%2Fi%5D%20%20He%20half-smiles%20and%20muses%20aloud%2C%20%5BCOLOR%3D%22brown%22%5D%5Bsize%3D3%5DWouldn't%20it%20be%20a%20grand%20irony%20to%20catch%20these%20creatures%20within%20the%20previous%20chamber's%20trap%3F%5B%2Fsize%5D%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 looks into the chamber, utterly unsurprised that the demonic statues have come to life. Its almost like I warned them. He half-smiles and muses aloud, Wouldn't it be a grand irony to catch these creatures within the previous chamber's trap?

Initiative

Name
Initiative
8
1d20+4 4
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ooc: Not super comfortable editing that above post, since I'm not familiar enough with Baldr to do that, so here's her action based on her init.

 

Selina will bonus action cast spiritual weapon and attack the closest gargoyle with it. A shimmering blue hammer appears and hurls itself towards its target.

She will then burst into the room attempting to interpose herself between Garrick and the creature (1 square NE of Garrick), putting up her shield in the process, and will take the dodge action.

 

spiritual weapon

damage

Edited by der_kluge (see edit history)
Name
spiritual weapon
16
1d20+6 10
damage
5
1d8+4 1
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Paaras Lv. 3 Half-Orc Monk Paaras-Token.png.3fd5defaa6a8115d41a09f3591a596ac.png


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


Stats | Saves | Skills | Ki: 3/3


Paaras was forced to ponder, "What was so obvious and unoriginal about a living statue as a guardian?" Surely Garrick and Rodnel could see the benefit of such a creature, even if it was a detriment right now. Caught in this intellectual quandary, Paaras hesitated in rushing to the elf's aid.

 

 

Mechanics

 

Edited by herastor (see edit history)
Name
Initiative
14
1d20+4 10
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Selina is the first to see the threat, and the cleric summons a spiritual weapon to strike the nearest statue - which it does quite admirably (5 damage to Blue) - as she moves to interpose herself between the statues and Garrick, raising her shield to take the brunt of the expected attack! Sure enough, the demon statues launch themselves toward the rogue, though one of them turns to face the cleric that has moved to defend him. The stone teeth and claws fail to find their mark though, and both Selina and Garrick emerge unscathed!

OOC

OK folks, initiative is below in the Tracker! Sorry for the delay in getting this post up, the past week has been kinda hellish at work. Everyone can post your actions for the remainder of Round 1, and Selina can post hers for the start of Round 2. Don't forget to move your avatars on the map when you move! Selina, I moved yours to where it seemed like you indicated in your post. Your spiritual weapon is represented by the little orange lightning bolt.

Also, I forgot that I'd already rolled initiative for the gargoyles, so that '1' counts as the first attack for them!

Adventure Details

Detail Map

Dungeon Map

Round 1 - Initiative/HP Tracker & Combat Notes

Selina (19/19 HP +5 THP) Darkvision; Dodge action (attacks have disadvantage this round)
Gargoyles - Blue (-5 HP); Yellow (Unwounded)
Paaras (23/23 HP) Darkvision
Raaz (22/22 HP)
Ongotho (27/27 HP)
Garrick (15/21) Darkvision; holding an Everburning lantern
Rodnel (20/20 HP) Mage Armor is active for 8 hours; Darkvision

Player Mentions

@Draidden

@herastor

@RedDingo

@Magiker

@Der_kulge

@Ensou

 

Edited by Stiehle (see edit history)
Name
Raaz' Initiative
13
1d20+3 10
Gargoyle Initiative
1
1d20 1
Yellow Gargoyle Claw Attack
7
1d20+4 3
Blue Gargoyle Bite Attack
5; 10
1d20+4;1d20+4 [1]; [1,6]
Blue Gargoyle Claw Attack
8; 22
1d20+4;1d20+4 [4]; [4,18]
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Garrick Darean
 
AC: 15 | HP: 15/21 | 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+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

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 (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.

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 does an impressive job of shucking and jiving to avoid the claws and fangs of the gargoyle. Seeing that Elektra had managed to hit the other one he decides the best bet would be to work together and finish one of these things off quickly, so he drops the magic lantern hoping it is sturdy enough to take it and draws his dagger to use along with his rapier. He strikes at the same one she attacked.

OOC

 

Name
Rapier Attack
11
1d20+6 5
Dagger attack
24
1d20+6 18
Rapier damage if needed
10
1d8+4 6
Dagger damage plus sneak attack
9
2d6+4 4,1
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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%20Rodnel%20peeks%20around%20the%20larger%20figures%20standing%20before%20him%20at%20the%20doorway%20to%20the%20chamber%20ahead%2C%20waiting%20for%20his%20chane%20to%20act.%5B%2Fsize%5D%5B%2Fcolor%5D%5B%2Ffieldset%5D
 
%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%20Rodnel%20peeks%20around%20the%20larger%20figures%20before%20him%20at%20the%20doorway%20to%20the%20chamber%20ahead%2C%20waiting%20for%20his%20moment.%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 peeks around the larger figures before him at the doorway to the chamber ahead, waiting for his moment.

OOCI'll check back in a day or so to post my action.

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


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


Stats | Saves | Skills | Ki: 3/3


Paaras's sword left its scabbard as he cleared his mind of distraction and leapt into the blooming fray. He was of a similar mind to Garrick as he swept in from Selina's left and took a few test strikes at the stone guardian.

 

 

Mechanics

Paaras uses 35 ft of his movement and attacks the blue gargoyle with his action and bonus action.

Name
Shortsword
22
1d20+6 16
Unarmed Strike
22
1d20+6 16
Piercing Damage
5
1d6+4 1
Bludgeoning Damage
8
1d4+4 4
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