Red Mantis Assassin

Sonya Redgrave's page

62 posts. Alias of WerePox47.


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Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Sorry for my post rates folks, I've been in outage for the last week and 7-12s doesn't leave much time.

As for the game I going to pull out and offer Sonya up as an npc if one of the pc's or the gm wish to run her. I will spoil her profile etc..

This is due to not any of yall or the GM, but I just can't get into the dungeon. Never been much of a complete mega puzzle dungeon runs, so I apologize. Didn't realize that was the case when I signed up. Hope there's no hard feelings and good luck!

Crunch:

Sonya Redgrave
Human(chondathan) Bard 10(lore)/Warlock 2
Alignment True Neutral
HP 123, AC 18, Initiative +4, Speed: 30', Proficiency +4
Passive Perception 20 (Devil's Sight)
Bardic Inspiration 5/5(1d10)
Lucky 3/3
Inspiration 0

STR 10 (+0) DEX 14 (+2) CON 20 (+5) INT 19 (+4) WIS 14 (+2) CHA 20 (+5)

Attacks
Spell Attacks +11, effect varies

Proficiencies
Immunities Disease, Poison
Saving Throws Str +4, *Dex +8, *Con +11, Int +8, *Wis +8, *Cha +11
Feats Resilient(Con), Lucky
Skill Proficiencies Acrobatics +4, Athletics +2, **Arcana +12, *Deception +9, *History +8, *Insight +6, Intimidation +7, **Investigation +12(adv), *Medicine +6, Nature +6, **Perception +10, Performance +7, Persuasion +7, *Religion +8, **Stealth +10(adv), Survival +4

Armor Light Armor
Languages Common, Elven
Tool Proficiencies Dice, Thieves' Tools, Banjo, Fiddle, Harmonica
Weapons Simple Weapons

Bard Class Features
Additional Magical Secrets You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. (Counterspell, Revivify)

Bardic Inspiration As a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d10. It must be used with 10 minutes. You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

Bonus Proficiencies You gain proficiency with three skills of your choice.

Countercharm As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.

Cutting Words When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Expertise Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You gain this ability again at 10th level. (Arcana, Insight, Perception, Stealth)

Font of Inspiration You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Jack of All Trades You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Magical Secrets Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level. (Aura of Vitality, Contagion)

Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Song of Rest You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d8 hit points.

Bard Spells
DC 17
0-Mage Hand, Mending, Minor Illusion, Vicious Mockery
1st-(4/4) Dissonant Whispers, Faerie Fire, Healing Word(B), Hideous Laughter, Thunder Wave
2nd-(3/3) Knock, Lesser Restoration
3rd-(3/3) Aura of Vitality, Counterspell(R), Dispel Magic, Hypnotic Pattern, Revivify
4th-(2/3) Greater Invisibility, Polymorph
5th-(1/1) Contagion, Greater Restoration

Bard Ritual Spells
Comprehend Languages
Detect Magic
Identify
Speak with Animals
Animal Messenger
Locate Animals or Plants
Magic Mouth
Silence
Tiny Hut

Warlock Class Features - The Great Old One
Awakened Mind You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Eldritch Invocations Agonizing Blast, Devil Sight(Darkvision 120, magical and none)

Spell Slots All of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Warlock Spells
Spell Slots 2/2(1st level)
0(at will)- Chill Touch, Eldritch Blast
Spells - Dissonant Whispers, Expeditious Retreat(B), Hellish Rebuke(R), Hideous Laughter, Unseen Servant

Criminal Features
Specialty Burglar
Feature Criminal Contact
Personality Trait I always have a plan for when things go wrong.
Ideal I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Bond Someone I loved died because of a mistake I made. That will never happen again.
Flaw When I see something valuable, I can’t think about anything but how to steal it.

Race Features
Ability Score Increase - Dex, Cha
Bonus Skill Prof - Perception
Bonus Feat - Resilient(Con)

Staff of Power
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Charges 20/20
Spells: +11 to Hit, DC 17
Magic Missile(1 charge)
Ray of Enfeeblement(1 charge)
Levitate(2 charges)
Fireball(5th)(5 charges)
Lightning Bolt(5th) charges)
Cone of Cold(5 charges)
Hold Monster(5 charges)
Wall of Force(5 charges)
Globe on Invulnerability(6 charges)

Retributive Strike: Look up if you plan to use.

Staff of Healing
Charges 10/10
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells.

Cure Wounds (1 charge per spell level, up to 4th),
Lesser Restoration (2 charges)
Mass Cure Wounds (5 charges)

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

Wand of Fireballs
Charges 7/7
While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Robes
•window
•spell scroll(Bard-Magic Mouth/Cleric-Revivify)
•wooden ladder
•portable ram
•10 gems worth 100gp each
•silver coffer worth 500gp
•4 potions of healing
•Dagger(2)
•Bullseye lantern (filled and lit)(2)
•Steel mirror(2)
•10-foot pole(2)
•Hempen rope (50 feet, coiled)(2)
•Sack(2)

Gear
Staff of Power(AT)
Headband on Intellect(AT)
Amulet of Health(AT)
Helm of Teleportation(AT)
Elven Chain(worn)
Handy Haversack(worn)
Boots of Elvenkind(worn)
Chime of Opening 10/10
Broom of Flying
Cape of the Mountebank(worn) 1/1
Cloak of the Manta Ray
Helm of Comprehend Languages
Periapt of Health(worn)
Periapt of Proof against Poison(worn)
Eyes of Minute Seeing(worn)
Tan Bag of Tricks(3) 9/9
Ring of Water Walking(worn)
Rope of Climbing
Wind Fan 1/1
Robe of Useful Items(worn)
Dust of Disappearance
Restorative Ointment(4 doses)
Wand of Magic Missile 7/7
Wand of Detect Magic 0/3
Wand of Secrets(2)2/6
Wand of Fireballs(Must be AT)
Staff of Healing(Must be AT)
Potion of Water Breathing
Potion of Climbing
Potion of Healing(4) 2d4+2
Potion of Greater Healing(2) 4d4+4
Potion of Fire Resistance
Potion of Lightning Resistance
Potion of Cold Resistance
Scroll of Unseen Servant(2)
Scroll of See Invisibility(3)
Scroll of Silence
Scroll of Knock
Diamonds(1500)
Diamond Dust(1000)
10k spent on bonus feat
10k spent on bonus attunement
Dungeoneer's Pack
13gp

Stats
Str 10, Dex 13, Con 10, Int 10, Wis 14, Cha 15

+1 Cha, Dex from race
+4 Cha 4th and 8th bard

Human Bonus Feat - Resilient(con)
Bought feat - Lucky


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Let's try inserting the gems.."


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Yea.. Let me take a look at the tunnels.. Seems unlikely the mad scientists would have nothing in any on them."

Sonya checks the Hydra and the Smiling Man again..

Investigate Hydra: 1d20 + 12 ⇒ (7) + 12 = 19
Adv: 1d20 + 12 ⇒ (18) + 12 = 30

Invest Smiling: 1d20 + 12 ⇒ (1) + 12 = 13
Adv: 1d20 + 12 ⇒ (19) + 12 = 31

Afterwards she checks the Black Dragon one way door..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Int Check: 1d20 + 4 ⇒ (1) + 4 = 5 Mind is elsewhere it seems..
Bardic Inspiration: 1d10 ⇒ 7 makes a 12!

"Probably have to investigate the crawlways further as I'm sure there are secret doors and probably traps.."

Priest, gold, 8 feet - Crawlway, Gargoyle with broken arm with gem sockets on the hands.
Black dragon, silver, 2 feet - one-way secret door.
Hydra, black, 2 feet - Crawlway, leads to a deadend.
Smiling Red man - Crawlway that leads to a dead end.

Did I miss any GM?


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

She pulls her 2nd wand of secrets out and probes the rest of the room she missed with the 1st, explaining all of her findings afterwards..

"Whis might take a minute or two.."

2 uses of secrets left for the day..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Sonya uses her wand of detect magic and her wand of secrets to scan the room properly for hidden/magical things..

Investigate: 1d20 + 12 ⇒ (11) + 12 = 23
Adv: 1d20 + 12 ⇒ (20) + 12 = 32


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"I'll set the trap off.. I'm pretty nimble, especially if I know it's coming.."

Sonya uses bardic inspiration on herself and moves to set the trap off..

Reflex: 1d20 + 8 + 1d10 ⇒ (8) + 8 + (8) = 24
Advantage: 1d20 + 8 + 1d10 ⇒ (3) + 8 + (6) = 17


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Proabably not the best idea to try and braek the wall down Morgan.. Shall we go through the door?"


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Reflex: 1d20 + 8 + 5 ⇒ (7) + 8 + 5 = 20

Thanks to Kraven she is able to dodge the arrow this time..

Does there appear to be a disarm the trap?


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Ok I'll check it out.."

Sonya flies up slowly and pokes her head up into the room for a look around..

Investigate: 1d20 + 12 ⇒ (20) + 12 = 32
Adv: 1d20 + 12 ⇒ (18) + 12 = 30


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"I'm good Morgan, but that trap door up there isn't trapped and needs to be pulled down to access it. If you wish to do that by all means.."


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Ouch!"

Does she think the door is trapped as well? Any idea what she did to set the arrow off?


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Dex: 1d20 + 8 ⇒ (1) + 8 = 9 She is apparently caught way off guard..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Sonya checks it out closer..

Investigate: 1d20 + 12 ⇒ (9) + 12 = 21
Adv: 1d20 + 12 ⇒ (11) + 12 = 23


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Not yet.. Back the other way there was another door."

Before leaving the room though she pulls her wand of secrets and uses another charge hoping to reveal any secret passageways/traps..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Sonya will assist..

Investigate: 1d20 + 12 ⇒ (11) + 12 = 23
Adv: 1d20 + 12 ⇒ (18) + 12 = 30

Sorry been out of town over the weekend.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Should we check the other door before moving to far this way?"


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Moving into the space Sonya has a look around.

Investigate: 1d20 + 12 ⇒ (12) + 12 = 24
ADV: 1d20 + 12 ⇒ (15) + 12 = 27


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Lets try the SE one first.."

She stands back for Morgan to open the door..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Sonya will check both doors for traps etc..

Southern Door

Investigate: 1d20 + 12 ⇒ (10) + 12 = 22
Advantage: 1d20 + 12 ⇒ (1) + 12 = 13

Southeastern Door

Investigate: 1d20 + 12 ⇒ (7) + 12 = 19
Advantage: 1d20 + 12 ⇒ (14) + 12 = 26


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"It reads.. Look low and high for gold, to hear a tale untold. The archway at the end, and on your way you’ll wend."

"More riddles.. Great."

There is another way out of the gargoyle room or?


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"There's some runes back here.. Let me see if I can decifer them."

Arcana: 1d20 + 12 ⇒ (9) + 12 = 21 A bit of inspiration on top..
Inspiration: 1d10 ⇒ 9 makes a 30..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Sonya takes the item and inspects it closely..

Investigate: 1d20 + 12 ⇒ (10) + 12 = 22
Advantage: 1d20 + 12 ⇒ (6) + 12 = 18


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"It is the same in mind. The spell is not permanent so its probably best if Morgan smash it with his hammer."


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Seems we are making progress.."

Sonya weaves a spell and attempts to turn the beast into a frog..

Casting Polymorph, DC 17 wisdom save or be turned into a frog..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"All clear Morgan, you may take the lead opening it.."


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Back from weekend trip..

Sonya takes a close look at the door.

Investigate: 1d20 + 12 ⇒ (15) + 12 = 27
Advantage: 1d20 + 12 ⇒ (6) + 12 = 18


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"I think the key to the order is in riddles first three sentences.. I'm not quite sure how though. Nothing in those three sentences gives clues to the colors on the arch.. My gut just tells me its there. Perhaps we can just bypass the arch by going through the wall back there. After all the riddle says either way will get us to the "Great Hall"..

Sonya attempts to communicate telepathically with Sen, that is if she is located within 30' of the Arch..

If so she asks if Sen can get back to here? If not what all does she see.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Got a false wall over here.. Morgan you mind taking care of it?"

GM:

First stanza in the riddle? Im not seeing anything mentioning yellow, blue, and orange..

Sen went through the mist right?


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Perhaps the this horrid creature is the tormentor over the grinning statue.. It is back up the hall afterall.."


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"Ah yes.. The face is green, right.. Well we already determined not to mess with that.. Night's good color though.."

What colot is the mist?

Know History on Night's Color: 1d20 + 8 ⇒ (16) + 8 = 24

"Also the line about false being true.. Perhaps the two false door we found need more investigation?"

-----------------

Back down the hall..

"Somethings off about this section of the wall.."

Investigate Further: 1d20 + 12 ⇒ (14) + 12 = 26
Advantage: 1d20 + 12 ⇒ (6) + 12 = 18


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"As far as the rest of the riddle goes let's see.. Not sure about shunning green.. Have we seen any green? The shades of red could be the floor, not sure about sacrificing a magical ring though.. There were several pit traps though, it says two will be fortuidous, so we should probably investigate the pit traps closer.. I'll do that.."

Flying on her broom she heads back down the hall and into each pit trap, looking for something more..

Again her investigate is +12 with advantage.. Passive perc is 20.If she finds nothing in the 5 pits she will use charges of her wand of secrets in them as well..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"One can assume the tormentor is the grinning demon of death statue over there.. Once again in case any of you misheard me, do not mess with that thing unless you wish to meet the afterlife.. That said the arch with the mist must be the way to go.. Once Simo determines what the stones do, if anything I say we go that way.."


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Geez.. Alot of posts lol..

While the mist schenanigans are going on Sonya has been busy taking notes off something she noticed..

"There's a message hidden in the stones here.. It reads:

Go back to the tormentor or through the arch, and the second great hall you’ll discover.

Shun green if you can, but night’s good color is for those of great valor.

If shades of red stand for blood the wise will not need sacrifice aught but a loop of magical metal — you’re well along your march.

Two pits along the way will be found to lead to a fortuitous fall, so check the wall.

These keys and those are most important of all, and beware of trembling hands and what will maul.

If you find the false you find the true and into the columned hall you’ll come, and there the throne that’s key and keyed.

The iron men of visage grim do more than meets the viewer’s eye.

You’ve left and left and found my Tomb and now your soul will die.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

As we expected.. Best not mess with that thing..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Sonya pulls a wand and uses it, detect magic, inspecting the green statue and its black mouth..

Know Arcana: 1d20 + 12 ⇒ (15) + 12 = 27

"I'll take point from here on.. As much as I hate to admit it I'm pretty good at detecting things."


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Ok so for that reason Sonya should be front man as much as I hate it.. She rolls investigate at +12 with advantage..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Gm, I'm confused on how we detect traps.. Whats the Int DC's? I thought we used perception or investigate to locate traps?

Again I don't have much xp with 5th so perhaps a proper explanation on trapfinding would be wise before we fall to our deaths?


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Agreed.. There has to be some compromise for the sake of moving on at a decent pace..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Honestly if there's enough traps to have to literally check every square in the whole dungeon than we will never get anywhere.. I mean have high passive perception checks in the party..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

#1 and #2 are fake entrances.. The only one not fake so far is #3..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"I'll go in the second row, so I can look for possible traps.."

She falls in line behind the meat and moves slowly, looking as they go..

"I would suggest taking the same pah as the lizard since no traps befell him.."

Investigate as we go!: 1d20 + 12 ⇒ (18) + 12 = 30
Advantage: 1d20 + 12 ⇒ (16) + 12 = 28


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"I have the spell, and if I need to use it I will. It was not neccessary there.. Who's going first? Because I'm not a front man.."


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

"I can bypass this easily with a dagger.. When everyone is ready we may proceed.."

She pulls a dagger shaped patch from her robe and it quickly forms into a real dagger.. Using the proper technique she bypasses the dangerous part of the trap..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Ok back from vacation finally, so I will be able to post again regularly etc..

"So it seems we must check out the multicolored entrance then.. I'll try something a little extra for it."

She pulls a wand from her Harversack and and uses it as she examines entrance #3.. Wand of Secrets - Detects secret doors or traps within 30' If she gets no hit she will move 30' and try again till the area is checked..

Investigation: 1d20 + 12 ⇒ (7) + 12 = 19
Advantage: 1d20 + 12 ⇒ (7) + 12 = 19

She will look at the area closely as she moves as well..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Sonya sets aside while the dwarf clears the way.. I think the other way is the obvious entrance.. When yall are ready we can check it out closer..

Im at my relatives till next week so my posts will be slow till then.. I apologize.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

RUN MORGAN!!

She bolts for the way out..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Looking for traps as well.. She is gonna use investigation as she has advantage..

At entrance one she pays close attention to the doors, hinges, and the upper portion of the entrance way, especially the mouth looking area.

1st: 2d20 ⇒ (9, 4) = 13 +12 = 21

At entrance two she again looks at the doors and the area surrounding them. She pays close attention to the symbols above and between the doors to determine what if any there meaning.

2nd: 2d20 ⇒ (19, 18) = 37 +12 = 31

At entrance three she doesn't venture to far as it looks sketchy.. She gives a general look of the area but thats it for now..

3rd: 2d20 ⇒ (12, 4) = 16 +12 = 24


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Im not super familiar with 5th edition trap finding/disarming, but I do have a high passive perc and have tool prof for thieves tools.. I thought someone was gonna take a level of rogue lol..

Sonya will go about checking the 2 cleared out dorra for traps while the third is being unearthed..


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Merry belated Xmas!!