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The Lost City - Entering the Pyramid!


Stiehle

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Rodnel Glamerstone [Sheet] AC: 17 | HP: 19*/14 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 0/3 | Portent Used: 0/2 | Runes Used: 0/2
7311102_1510318574.jpg
Rodnel looks quite startled. He does not step into the chamber.

Are you suggesting to initiate any potential trap, while we are all within the most likely area of effect? I urge caution.
Perhaps check the other door while this one is still open?

 

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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.


Garrick stands by as Selina checks her cards. Once she is done and announces her results he raises his eyebrows and grins.

Woe? Okay then. We can take that as closing the door while inside is a bad idea. Let me go see if I can open the other door while this one is still open.

He trusts that the spike under the first door will keep it from closing.

He walks over to the other door and inspects it for traps first and then tries to open it if it looks clear.

 

Name
Investigation check to find traps
17
1d20+5 12
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Garrick sees immediately that the hinges on the other door are spring loaded as well, but the rogue sees no sign of traps on this one either, and so he tentatively opens it... revealing a plan hallway that extends some fifty feet into the distance, ending at a wooden door.

At the moment, both doors are open (the one leading into the dining room is actually spiked open), with a few members of the party looking on from the dining area while the rest are milling around the living room.

 

OOC

Actions? I'll presume for the moment that the map accurately depicts your current location.

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)
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Ongotho

 image.png.47e0286489fc1c5ecbcd00d9a66e0cf1.pngOngotho dutifully steps into the beginning of the hallway, peering down the length.

'Ongotho pave way.'

 

 

 

 


Level 3 Druid of the Mountain | AC 21 | HP 27/27 | Walk 20ft | Darkvision 20ft | Perception 15 | Saves DEX 1 CON 3 INT 2 WIS 5 CHA -4 | Arcana 2 Nature 2 Stealth 3 Survival 5 Insight 5 | Sheet |   

 

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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.


Garrick pulls out another spike and jams it under the door to keep the second door open also. He then glances up as Ongotho as he starts to enter the hallway.

Hold on there buddy. You might want to let me lead. We have found several traps in this place, including these doors. Unless you are skilled at finding traps and the like, that is.

If Ongotho halts and lets Garrick check out the hall first, then he will cautiously move down the hall looking for traps till he gets to the door, or finds one, and then check the door.

 

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Ongotho

 image.png.47e0286489fc1c5ecbcd00d9a66e0cf1.pngOngotho dutifully steps aside for the slender professional.

'Ongotho make way for Garrick-Guide.'

 

 

 

 


Level 3 Druid of the Mountain | AC 21 | HP 27/27 | Walk 20ft | Darkvision 20ft | Perception 15 | Saves DEX 1 CON 3 INT 2 WIS 5 CHA -4 | Arcana 2 Nature 2 Stealth 3 Survival 5 Insight 5 | Sheet |   

 

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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


"Boredom is something we should seek Selina," Paaras said as he swept in from the rear. Though, instead of pressing forward, he lingered in understanding of her frustrated malaise. In a rare move, the half-orc tried to make conversation.

 

"The cards. How do they show you the potential future?"

 

 

Mechanics

 

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Garrick spikes the second door open as he did the first, then eases past Ongotho to make certain the corridor is clear of dangers - which it appears to be. The rogue examines the door at the end of the hall, determining it to likewise be clear of traps and also unlocked, then eases it open as quietly as possible, revealing the chamber beyond.

 

This room is paneled with wood and a dusty blue carpet that covers the entire floor. A large, heavy desk sits in the center of the chamber, with several wooden chairs spread out along the wall before it. Behind the desk is a plush chair, and the wall just behind is decorated with the mounted head of a particularly large lion. In each corner of the room is a large painted urn, and two more statues depicting winged demons flank the door exiting the room to the left, through the north wall where the chairs are arrayed.

 

Overall, this room seems to have been abandoned for mere decades, rather than for centuries - just as the ones they've passed through since descending to this level of the pyramid. More empty hallways as pointed out by Selina, but perhaps they are getting closer to finding living souls down here. But will they be friendly? Or hostile?

 

OOC

Actions?

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)
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Selina Stargazer
spacer.png

Selina turns to Paaras to address his interest in his fortune-telling abilities, "I vas gyspy vanderer for years. My people passed these skills down generation to generation. My mother, and her mother before her. Many gifted vomen had these gifts. The cards are simple tool for what Celestian can reveal. For me, this is easy. But I think the magic is mostly Celestian's. It is his hand that decides the card before it is drawn. Old gypsy saying... hard to translate, but basically, only the gods know what is on card before it is turned over."

Selina turns her attention to the room at hand. "Strange, such a large room for one single desk. I'll temper my curiosity until after you've had a chance to check it out first, Garrick."

Edited by der_kluge (see edit history)
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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%2019*%2F14%20%7C%20Initiative%3A%20%2B4%20%7C%20Speed%3A%2025%20%7C%20Passive%20Perception%3A%2014%20%7C%20Spells%20Used%3A%200%2F3%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%20remains%20in%20his%20spot%20towards%20the%20rear%20of%20the%20column.%20He%20glances%20into%20the%20room%2C%20nodding%20to%20himself%2C%20and%20then%20frowns%20while%20wrapping%20his%20white%20robed%20arms%20about%20himself%20almost%20defensively.%0A%0A%5BCOLOR%3D%22brown%22%5D%5Bsize%3D3%5D%22Some%20things%20do%20not%20belong%20with%20the%20others%20here.%20Winged%20demon%20statues.%22%5B%2Fsize%5D%5B%2Fcolor%5D%0A%0AHe%20pauses%20in%20momentary%20thought%2C%20then%20adds%2C%20%5BCOLOR%3D%22brown%22%5D%5Bsize%3D3%5D%22I%20also%20do%20not%20think%20they%20match%20the%20statuettes%20from%20the%20previous%20chamber%3F%20%20Beware%20friends.%22%5B%2Fsize%5D%5B%2Fcolor%5D%5B%2Ffieldset%5D
Rodnel Glamerstone [Sheet] AC: 17 | HP: 19*/14 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 0/3 | Portent Used: 0/2 | Runes Used: 0/2
7311102_1510318574.jpg
Rodnel remains in his spot towards the rear of the column. He glances into the room, nodding to himself, and then frowns while wrapping his white robed arms about himself almost defensively.

"Some things do not belong with the others here. Winged demon statues."

He pauses in momentary thought, then adds, "I also do not think they match the statuettes from the previous chamber? Beware friends."

 

Edited by Magiker (see edit history)
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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.


Garrick gives a quick chant and then the magic lantern he is carrying floats out into the room. Once it is 30 feet out he will slowly start moving into the room checking for traps on the floor and keeping an eye out for anything in the room that starts moving. He will move forward till he can have the lantern floating over the desk in the middle of the room. If everything is still fine at that point, then he will set the lantern down on the desk.

If nothing still happens then he will cautiously approach the desk and start checking it and the floor around it for possible traps.

 

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