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The Lost City - Entering the Pyramid!


Stiehle

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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 first inclination is to wait at the top until an exit is revealed down below, but his second is much stronger as the party moves down the rungs and he decides to avoid being alone.[/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 first inclination is to wait at the top until an exit is revealed down below, but his second is much stronger as the party moves down the rungs and he decides to avoid being alone.

 

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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.

 

 


With everyone finally down the ladder, Garrick positions himself so he can open the hidden door. He keeps his rapier in his hand just in case there is something unfriendly on the other side of the door. Then he opens the door hoping he is ready for whatever is on the other side.

 

 

 

 

 

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 The party gathers at the bottom of the shaft, joined last by Selina. Garrick nods to the others to indicate readiness, then gives the section of wall a hard nudge to open the secret door, his rapier at the ready. The glowing handkerchief he holds in his other hand sends shadows scattering, and the light of the torch held by Naylah in the small room behind causes those same shadows to jump and flicker disturbingly.

 

This room is very different from those in the tomb level above. It is clearly a bedroom, and though obviously long disused judging by the dust it's in very good condition. There is a bed just in front of Garrick, and a table to his right, upon witch sits a lantern that glows like the cloth in his hand - no flame and obviously magical in nature. A carving of two intertwined snakes is the only decoration in the room, hanging on the west wall just beyond the table. A hooded white robe is draped over the back of a simple wooden chair sitting in front of the desk.

 

OOC

Actions? Also, I realized that the room at the bottom of the shaft was 20' square, so not as cramped as I'd originally thought when I wrote my previous post. I'd forgotten the map in the book (which I'd been looking at) uses 10' squares, while the ones I downloaded and use for our game are scaled to 5' squares. I sent a PM to Selina, as we haven't heard from the player for awhile. Hopefully they're still with us!

Adventure Details

Dungeon Map

PC Health & Adventure Notes

Garrick (10/16) Darkvision; holding handkerchief that glows with Naylah's Light spell
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) Darkvision for 20 minutes; holding a lit torch that provides light, Used 3 [of 3] Level 1 Spell Slots

Player Mentions

@Draidden

@Feuerrabe

@herastor

@RedDingo

@Magiker

@Der_kulge

 

 

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


AC: 14* | HP: 19/22 | Initiative: +3 | Passive Perception: 17 | Speed: Condition

"Someone lives here...or at least someone lived here..." Raaz carefully followed Garrick and looked around the room, his weapons at ready. indicated at the symbol on the western wall. "Any idea what that signifies?"



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.

     

 

 

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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.

 

 


No idea what that symbol is for.

Garrick moves to the table and checks out the lantern.

This thing is going to be very handy. A lantern that doesn't need oil.

He will take the lantern, assuming nothing has jumped out and attacked him already. He then moves over to the desk and will examine the robe on the back of the chair before searching through the desk.

 

 

 

 

 

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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


When he stepped into the room, Paaras' eyes narrowed. A trap door that led to a bedroom of all places. A horrible risk to safety. It had not taken much for them to breach this sanctum. Other, less peaceable, beings wouldn't hesitate to capitalize on that weakness. The eerie lack of carnage caused him to take a look under the only other bit of furniture in this room; the bed.

 

 

 

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

 

75JdPin.jpg

Naylah looked curiously around. Seeing that Garrick took the everburning lantern, she took her handkerchief back with a smile and a friendly nod. She did take a good look at the symbol of two snakes as well, pondering whether she had seen anything of the kind before.

This room may be abandoned, but not for anywhere near as long as the rooms above they had seen. And yet, this didn't exactly struck her as the domain of sinister dark cultist. She gently picked up the white robe over the chair, looking at it from all sides.

Name
Investigation
20
1d20+1 19
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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/9725-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 also enters the chamber, quietly and tentatively, and moves next to Selina to regard the serpent carving.[/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 also enters the chamber, quietly and tentatively, and moves next to Selina to regard the serpent carving.

Arcana

History

Religion

Edited by Magiker (see edit history)
Name
Arcana
13
1d20+6 7
History
25
1d20+6 19
Religion
24
1d20+4 20
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Raaz draws his weapons and follows along with Garrick, who makes his way toward the table, giving the robes a cursory glance before picking up the heatless lantern that glows with a magical light. Paaras peers under the bed, but finds nothing but dust bunnies lurking there. Selina and Rodnel consider the serpents intertwined and they both quickly realize it is a representation of Usamigaras, the cherubic god worshipped by the sect of magic users to whom the cleric has given her allegiance - though not her entire devotion, which is promised to Celestian above all others.

 

Naylah takes a look around the room in general and it strikes the sorceress as though this room is not centuries abandoned like the tomb above - though it has certainly been a good many years since it's been used. Forty years or more, perhaps. As Garrick looks over the desk, searching for hidden drawers or the like (for it stands empty), Naylah picks up the white hooded robe and inspects it closely...

 

OOC

What is everyone else doing? Garrick and Naylah, please give me Perception checks.

Adventure Details

Dungeon Map

PC Health & Adventure Notes

Garrick (10/16) Darkvision; holding an Everburning lantern
Raaz (19/22 HP) Darkvision for 30 minutes; Used Spell SlotsLevel One - 1 (of 2)
Paaras (15/15 HP +5 THP) Darkvision
Selina (19/19 HP +5 THP) Darkvision; Used Spell SlotsLevel One - 1 (of 3)
Rodnel (14/14 HP +5 THP) Mage Armor is active for 7.5 hours; Darkvision; Used Spell SlotsLevel One Spells - 2 (of 3)
Naylah (12/12 HP +5 THP) Darkvision for 20 minutes; holding a handkerchief that glows with a Light spell, Used Spell SlotsLevel One - 3 (of 3)

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.

 

 


If I had to guess, I would say we have wandered into the Magi's territory. Or possibly a place that used to be theirs.

He moves over to the door and listens to see if he hears anyone outside the room.

We can go out this door and check it out together and risk getting them pretty mad about non-members being in their area. Or I can go out and take a look real quick while you guys hang back and come running if I find trouble.

He will wait and see if they want to wait or risk it by all going. Once it is decided he will go out the door, provided he is not hearing a lot of noise out there.

 

 

 

 

 

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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/9725-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 moves towards the desk to examine the robe. [i]Is it a good quality? Would it fit his frame? How would he look in white?[/i] If the answers are all reasonable, he will try it on for a quick fitting.[/fieldset] OOC: Nothing in the desk? Drawers, etc.
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 moves towards the desk to examine the robe. Is it a good quality? Would it fit his frame? How would he look in white? If the answers are all reasonable, he will try it on for a quick fitting.


OOC: Nothing in the desk? Drawers, etc.

 

Edited by Magiker (see edit history)
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Nothing is obvious on the desk, and it has no visible drawers. If anyone is searching anywhere specifically, let me know and please roll a Perception check. Naylah was looking at the robe, and I'll need a Perception check from her as well.

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


AC: 14* | HP: 19/22 | Initiative: +3 | Passive Perception: 17 | Speed: Condition

"I suppose we could just knock," the bandit suggested. "Worst comes to worse, we could always say that Rodnel was looking to apply for membership."

 

He approached door at the south end of the room, careful to not make a noise. Raaz sidled to the left of the portal and listened for any indication of sound on the other side.



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.

     

 

 

Edited by RedDingo (see edit history)
Name
Stealth to keep his approach quiet
25
1d20+5 20
Perception to try and hear if there is any noise in the next chamber
10
1d20+7 3
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