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The Lost City - Entering the Pyramid!


Stiehle

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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.

 

 


I already am a member. The problem is I am not allowed to bring anyone that is not a member into their area. If they catch you they will be upset at best and I could end up kicked out. That is why I suggested I step out alone and find out if there is anyone out there. It could be this whole area was abandoned by them some time ago and it won't be a problem. Just have to go look to find out. I will not go any further than the other side of the door. You all should stay back by the hidden door and if you here me talk to someone go back into that room with the ladder until I can explain the situation.

 

 

 

 

 

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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 waits patiently whilst Garrick steps outside alone. In the meantime, he offers his assistance to examine the robe.[/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 waits patiently whilst Garrick steps outside alone. In the meantime, he offers his assistance to examine the robe.

Perception

Name
Perception
6
1d20+4 2
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Raaz takes a listen at the door, but hears nothing. Rodnel joins Naylah in taking a closer look at the white robe, the gnome reaching out to search it for any hidden pockets that might hold clues, with the sorceress holding it up for inspection. It would be a rather stylish short robe on a human, for the gnome it would certainly come to his ankles and the sleeves would have to be hemmed or otherwise pinned back, but other than that they don't really notice anything special about it.

 

Concerned that perhaps they are infringing on a territory claimed by the Magi, Garrick suggests that he should check the other side of the door alone, without revealing the others quite yet. The rogue does this, slipping through the unlocked door and closing it most of the way behind him to block any view that others might have of his allies. What he sees is a dining area covered with a good layer of dust, attesting to the likelihood that it hasn't been used for decades - like the bedroom he just left. An archway to his left appears to lead into a kitchen, with a wood oven built into the wall - though it has apparently been knocked out of place and lies on the floor amidst a few pots that look empty. The dining room itself consists of a sturdy-looking table and four chairs, as well as a cabinet that probably holds dishes and utensils. A door set in the far wall leads out of the room. There is no food or the like left lying around, in fact the place seems rather tidy and clean except for the dislodged oven and the obvious signs that the room hasn't been used in years - at least, not by humans.

 

The rogue has only been able to get a general sense of the room when movement flashes to his left, from the kitchen. It is an enormous snake! He sees another beyond the one that is striking at him, though that one looks rather bloated and is only slithering out of the kitchen in apparent curiosity, as though it has recently eaten something quite large, judging by the size of these reptiles!

 

OOC

Garrick, give me a Perception check to see if you noticed the snake in time to act during the 'surprise' round. Everyone can roll your own initiative if you'd like, but only Garrick might be able to act during this first round. Garrick, feel free to make your attack rolls as well so I can wrap up Round 1 with my next post. You can all hear what's going down in there, as the door is open a crack, enough for Raaz to at least hear trouble.

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)
Name
Rock Python Stealth Check (Advantage)
15; 9
1d20+4;1d20+4 [11]; [11,5]
Rock Python Initiative
22
1d20+2 20
Rock Python Attack (Constrict)
20
1d20+4 16
Constrict Damage
6
1d8+2 4
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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.

 

 


Oh crap!

 

 

Edited by Draidden (see edit history)
Name
Perception if passive does not apply
20
1d20+5 15
Initiative
6
1d20+4 2
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The rogue sees the danger, but a second too late as the snake wraps around Garrick, squeezing him tight and cracking a few ribs (6 damage), the rogue thinks!

 

OOC

Garrick, you're restrained but can still attack at disadvantage, if you'd like. Or you can take your Action to try and escape it's grasp with an Acrobatics or Athletics check. You are going to be going in Round 1, so that'll be before the snake's next attack. I'm going to go ahead and roll everyone's initiative so we know the order starting in Round 2 - especially as the snake got a really good roll and will attack pretty quickly in Round 2, which could have an effect on the landscape, so to speak.

Adventure Details

Dungeon Map

PC Health & Adventure Notes

Garrick (4/16) Restrained; 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)
Name
Rodnel's Initiative
11
1d20+4 7
Raaz' Initiative
18
1d20+3 15
Paaras' Initiative
9
1d20+4 5
Selina's Initiative
9
1d20+1 8
Naylah's Initiative
10
1d20+3 7
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Oof. Okay, so the snake attacks before ANYONE can act, save for Garrick in Round 1. So here is the initiative order for Round 2:

 

Snake

Raaz

Rodnel

Naylah

Paaras

Selina

Garrick

 

But Garrick, you have an action you can take right now, before the snake attacks again.

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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.

 

 


Snake!

He manages to gasp out as the thing wraps around him and starts squeezing. He does his best to drive his sword into the snakes head.

 

 

Name
Attack snake
13
keep(2d20,lowest,1)+6 7,18
Damage if needed
10
1d8+4 6
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Pinned within the deadly coils of the snake, the rogue drives his rapier into the snake's open jaws with deadly force! The blade penetrates deep, and the reptile thrashes wildly, still alive but badly hurt. Fortunately for Garrick, the creature seems too consumed with its injury to concentrate properly on crushing the life from its victim. The other snake hisses in anger, watching the battle but doesn't interfere.

OOC

Everyone can take their actions for Round 2, including Garrick who will act at the end of the round! Dang it, I need a map, so give me a bit to do that. But the current map shows the door, and Garrick is standing just on the other side of it. You all have room to move into the room past the rogue, but if you try and move into the room and away from the snake you'll take an attack of opportunity. Also remember there is another snake in that room...

Adventure Details

Dungeon Map

Round 2 - PC Initiative Order, Health & Combat Notes

2 Constrictor Snakes (#1 -10 HP, #2 Unwounded) #1 is constricting Garrick
Raaz (19/22 HP) Darkvision for 30 minutes; Used Spell SlotsLevel One - 1 (of 2)
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)
Paaras (15/15 HP +5 THP) Darkvision
Selina (19/19 HP +5 THP) Darkvision; Used Spell SlotsLevel One - 1 (of 3)
Garrick (4/16) Restrained, Darkvision; holding an Everburning lantern

Player Mentions

@Draidden

@Feuerrabe

@herastor

@RedDingo

@Magiker

@Der_kulge

 

 

Edited by Stiehle (see edit history)
Name
Rock Python Attack (Constrict w/ Advantage)
11
1d20+4 7
Rock Python Attack
8
1d20+4 4
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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's eyes widen in sudden revelation. [COLOR="white"][size=3]There is no time to discuss, for our colleague's life is imperiled![/size][/color] With a flourish, he drapes the robe about his small form and settles it comfortably about his shoulders before hustling to where Garrick battles the snake. Rodnel reaches around the edge of the portal and lightly touches the injured man.[COLOR="white"][size=3]Strike it down![/size][/color] [/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 eyes widen in sudden revelation. There is no time to discuss, for our colleague's life is imperiled! With a flourish, he drapes the robe about his small form and settles it comfortably about his shoulders before hustling to where Garrick battles the snake. Rodnel reaches around the edge of the portal and lightly touches the injured man. Strike it down!

CureWounds

Edited by Magiker
added dice roll (see edit history)
Name
CureWounds
6
1d8+3 3
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Selina Stargazer
spacer.png

"I guess I should not be surprised to find a snake or two here...", Selina says, dryly.

Selina moves up near Garrick and casts word of radiance. Per the spell, she can choose to have it not affect her ally, but the snake needs to make a Constitution save. vs. DC 14 or take 1d6 radiant damage.

Edited by der_kluge (see edit history)
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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

Raaz ran into the room, blades drawn, and struck at the serpent with his jambiya and followed up with a slice of his scimitar!



Mechanics

Main Hand: Jambiya
Off Hand: Scimitar


Action: Attacking with Jambiya
Bonus Action: Attacking with scimitar
Move: Moving to attack the 1st Serpent
Manipulate: Drawing both swords

     

 

 

Name
Short Sword Attack Roll
7
1d20+5 2
Scimitar Attack Roll
24
1d20+5 19
Slashing Damage
4
1d6+3 1
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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 took his defensive stance and, heedless of the coiling danger ahead, tried to draw the snake's attention as he burst into the room.

 

 

 

Mechanics

Paaras will take the dodge action and actively try to draw an opportunity attack from the snake so the others can move freely.

 

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 Raaz slips into the room, and though his short blade misses the quick snake, his scimitar slashes into its neck, nearly severing its head! But still, it remains alive and Rodnel is quick on the heels of the ranger just before Paaras moves into the room, confronting the surviving snake and Selina does the same, casting a spell that causes the snake to thrash about wildly before dropping dead around Garrick's legs. The rogue is able to take a quick breath, though his ribs flare with pain and he's certain some are broken.

OOC

Paaras, I may have phrased my warning poorly with my last post, as there's no real threat of an AoO unless you're moving away from the snake in front of the door for some reason. Feel free to make your attack against the other snake, as you only moved 25' to your current position on the map. Rodnel had to move and dash, though he does have a bonus action available. Garrick, you are no longer restrained, but you know that the snake has a reach of 10' (though I'm ruling that if it hits on a 'constrict' attack, it moves you 5' closer to itself to bring you adjacent - otherwise you couldn't attack, which would make no sense.)

I'll pause before the snake's attack for Paaras to make his attack (if he wants), Rodnel can take a bonus action if he has one to use, and for Naylah and Garrick to post their actions.

 

Adventure Details

Dungeon Map

Round 2 - PC Initiative Order, Health & Combat Notes

Constrictor Snake (Unwounded)
Raaz (19/22 HP) Darkvision for 30 minutes; Used Spell SlotsLevel One - 1 (of 2)
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)
Paaras (15/15 HP +5 THP) Darkvision
Selina (19/19 HP +5 THP) Darkvision; Used Spell SlotsLevel One - 1 (of 3)
Garrick (4/16) Restrained, Darkvision; holding an Everburning lantern

Player Mentions

@Draidden

@Feuerrabe

@herastor

@RedDingo

@Magiker

@Der_kulge

 

 

Edited by Stiehle (see edit history)
Name
Snake's CON save
11
1d20+2 9
Selina's Radiant Damage
1
1d6 1
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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

"Next..." With that, Raaz ran to the next serpent. He slashed with his scimitar first this time, then followed through with a stab!


Mechanics

Main Hand: Scimitar
Off Hand: Jambiya


Action: Attack with Scimitar
Bonus Action: Attack with Jambiya
Move: Moving to attack the second constrictor snake
Manipulate: Your one free object interaction goes here.

     

 

 

Name
Scimitar Attack Roll
25
1d20+5 20
Slashing Damage
8
1d6+3 5
Crit bonus
1
1d6 1
Jambiya Attack Roll
14
1d20+5 9
Piercing Damage
5
1d6+3 2
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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


With the snake before him, Paaras brought turned his blade on the remaining serpent. He followed it with a palm thrust that drove his fingers into the scaled hide. With an unbidden roar of defiance his fingers twisted...

 

 

 

Mechanics

Attacking with the shortsword and using martial arts.

Edited by herastor (see edit history)
Name
Shortsword
17
1d20+6 11
Piercing Damage
9
1d6+4 5
Unarmed Strike
26
1d20+6 20
Bludgeoning Damage (w/ a crit and Savage Attacks)
12
3d4+4 3,2,3
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