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The Lost City - Entering the Pyramid!


Stiehle

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Grrrrrrooooaaaannnnnnn!

Good roll, but man was that painful trying to get this thing to roll it. 😉

Edited by Draidden (see edit history)
Name
Strength check
TypeError: Cannot read property 'length' of undefined
keep(repeat(1d20+1,2),highest,1)
Strength check
TypeError: Cannot read property 'length' of undefined
keep(2d20+1,highest,1)
Another attempt
21
keep(2d20,highest,1)+1 20,11
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 Garrick puts his back into it and lifts the trapdoor open, a soft rush of stale air washing over his face - a feeling that is both a bit unpleasant and forbidding. A ladder composed of iron rungs are set solidly into the stone of a five-foot diameter shaft leading downward, beyond the edges of his darkvision. The rungs seems securely fixed in place, but it's going to be a descent of sixty feet at least. A long way indeed...

 

OOC

Agreed Draidden, I'm not especially keen on this dice roller - though I suppose I'll get used to it. And the grey color is hideous! Anyone know how to change it, or if that's even possible? Purple would fit this campaign a lot better. Are you heading down the ladder? If so, please give me your marching order going down the ladder one at a time.

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 stands there looking down into the deep hole as he puts his crowbar away.

Okay, now this really has my attention. You can tell by the sound of the rush of air that this place has not been opened in a long time. Could be nothing, but this could lead to some really good stuff. Here's hoping for something useful and valuable.

With that he stows hi crowbar and proceeds down the ladder rungs. He moves slowly and cautiously. Why? Because, one these things are old and some might be in bad condition and he doesn't want to fall to his death. And two there could be traps.

 

 

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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]Rodnel's anxiety rises with every rung that Garrick takes further down into the dark. [size=3][COLOR="SandyBrown"][b]"But. How will we keep open the trapdoor? What if it is closed behind us?"[/b][/COLOR][/size][/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
Rodnel's anxiety rises with every rung that Garrick takes further down into the dark.

"But. How will we keep open the trapdoor? What if it is closed behind us?"

 

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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, if he can, will lay the trapdoor back onto the floor so it won't close on them. If he can't do that he will jam an iron spike into the gap between the trapdoor and the floor so it can't be shut without removing the spike. One done he gives a smile to Rodnel and then heads down the ladder.

 

 

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

 

75JdPin.jpg

Naylah put down her backpack and detached the rope from it. Loosening individual windings from the rope, she looked down to Garrick: "We can pull you up quickly in case there is any trouble."

 

Turned to the others she remarked: "My rope isn't quite long enough. Would anybody like to extend it with theirs?"

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 Garrick makes his way down the rungs, testing each before committing his weight to each step of the ladder. Paaras has some rope as well, and he ties it off to Naylah's length so as to get a good hundred feet total - which winds up being more than enough. As the rogue descends some fifty feet, he catches sight of the floor another thirty feet below. Less than a minute later, he is standing in a small room - really a closet - some ten feet square. There are no obvious doors, and the absence of light makes it difficult to discern for sure, but the elf wouldn't be surprised if there were a secret door to be found down here. After all, why would a trap door and a ladder lead down into a tiny room such as this? Unless, of course, it's a trap of some kind. Suddenly the eighty-foot tall ten-foot square shaft seems quite suffocating, and he starts to feel a cold sweat break out along his arms and forehead...

 

OOC

No light down here, so any Perception checks (even with darkvision) are made with disadvantage unless you light a torch or a lantern (or use a magical light.) Go ahead and give me a Perception check, tell me where you're looking, and either give me a normal roll or with disadvantage depending on whether you're using light.

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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Title

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


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


Stats | Saves | Skills | Ki: 0/2


Holding fast to the rope, Paaras' brow furrowed as the moments started to stretch on. He'd been estimating how long their rogue would take to climb the length of the rope. He had to be approaching the end by now... Paaras had a torch as well...

 

No, fire is not the answer to an unknown situation.

 

"Naylah, can you use your art to light something to drop. I've seen you do it before."

 

 

 

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

 

75JdPin.jpg

Naylah nodded, produced her tinderbox a torch and a handkerchief. She lightened up the torch and she spoke a light spell on the handkerchief, which caused the light in the pearls decorating her hair to extinguish; she could only ever maintain one light spell at a time.

 

The handkerchief, now no shimmering like it was might out of star light, fell into the shaft; she had deliberately picked something that wouldn't hurt Garrick should it hit him.

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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 stops at the bottom of the ladder and takes a second to listen more than look since it was so dark down here. As he is listening a small bit of glowing cloth falls down into the room with him and then he is able to take in the whole room. He will then call up.

Small room at the bottom. No apparent way out. I am going to search it further to make sure.

With that he sets about checking the floor first and then all four walls for traps and secret doors.

 

 

Name
Perception check
23
1d20+5 18
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Still alone at the bottom of the shaft - though at least he has a glowing handkerchief with which to better see by - Garrick easily spots the odd seams on the wall to his left. South, or so he thinks at least. A secret door for certain anyway, and no traps that he can discern. It looks as though it must pivot on a central axis in a rather rudimentary fashion, and it's not cleverly hidden from this side (DC 5). Other than that, the floor is covered with dust as though the staircase hasn't been used in many long years - and no footprints that the rogue can see, which seems to bolster that observation.

 

OOC

Actions? Anyone else coming down the ladder yet? Garrick, what are you doing in the meantime? I'll get a map up once it's worthwhile to do so, but for now you're standing in a 10' square room at the bottom of an 80' shaft of the same dimensions. The secret door is set in the south wall, the ladder rungs are running up the opposite wall to the north.

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.

 

 


We have a secret door down here. Come on down.

Once everyone is down the ladder he will open the door. Yes it will be a bit cramped, but he is definitely not opening it while he is down here alone.

 

 

 

 

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spacer.png Raaz al'Jabari - Human Ranger | Profile | Sheet


AC: 14*15 when dual wielding | HP: 19/22 | Initiative: +3 | Passive Perception: 17 | Speed: ConditionDarkvision - 1 hour

Raaz wordlessly followed Garrick down. As soon as his feet touched the earth, he drew his weapons and surveyed the room. He kept his eye on the trap door and nodded to the half-elf.



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

 

Name
Perception
18
1d20+7 11
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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: 16 | Movement: 40 ft


Stats | Saves | Skills | Ki: 0/2


Paaras gave a nod of thanks to Naylah and started to tie the rope to several rungs of the ladder. He hoped that would even out the weight distribution and make it less likely that any of the rungs would give way. Once he was finished, and the others had safely descended, he made his own way down.

 

 

 

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