%%
dm:: [[Chiko]]
player:: [[Nisshoku]], [[Leah Ferguson]]
pc:: [[Ruby Tealeaf]]
%%
# Egyptology Adventure
> [!overview]
> parent:: [[62.01 One Shots]]
> date:: 2022-05-29, 2022-06-05
> ---
> race:: [[Halfling (Lightfoot)]]
> classes:: [[60 Games/61 Tabletop/Dungeons & Dragons 5e/Details/Classes/Rogue]]
> subclasses:: [[Rogue, Thief]]
> background:: [[Charlatan]]
## Roll
12: 3, 5, 4, 1
12: 1, 5, 6, 1
15: 2, 5, 4, 6
16: 5, 3, 6, 5
12: 2, 3, 6, 3
12: 1, 5, 2, 5
12, 12, 15, 16, 12, 12
### Level 1
STR 12
DEX 12
CON 15
INT 15
WIS 12
CHA 12
## Notes
- Lightfoot halfling
- Rogue
- Thief?
- 3'5"
- 42 lbs
- Rosda
- Maelie Tallwater
- Merla
- Name pairings
- Arabella/Mirabella
- Scarlette/Carlotta
- Scarlette/Ruby
- Fake name / persona
- Belwyse
- Teagan
- Vala
Her name is Ruby Tealeaf, but she has her false identity, Scarlette Camellia.
## Rogue notes
> [!info] Action
> - Extra 3d6 damage, ence per turn with finesse or ranged weapon ([[2022-05-29 One Shot - Egyptology Adventure#^sneakattack|Sneak attack]])
> - if advantage on attack roll *or*
> - if target is within 5 feet of another enemy who is not incapacitated, and you don't have disadvantage on attack roll
> - Reroll a 1 on attack roll, ability check, or saving throw ([[2022-05-29 One Shot - Egyptology Adventure#^lucky|Lucky]])
> - Can attempt to hide between a medium or larger creature ([[2022-05-29 One Shot - Egyptology Adventure#^naturallystealthy|Naturally Stealthy]])
> [!info] Bonus action
> - Dash, Disengage, or Hide on each turn as bonus action ([[2022-05-29 One Shot - Egyptology Adventure#^cunningaction|Cunning Action]])
> - Give self advantage on next attack of current turn *only* if no movement before or after ([[2022-05-29 One Shot - Egyptology Adventure#^steadyaim|Stead Aim]])
> - Make a Dexterity (Sleight of Hand) check ([[2022-05-29 One Shot - Egyptology Adventure#^fasthands|Fast Hands]])
> - Use thieves's tools to disarm a trap or open a lock ([[2022-05-29 One Shot - Egyptology Adventure#^fasthands|Fast Hands]])
> - Use an Object action ([[2022-05-29 One Shot - Egyptology Adventure#^fasthands|Fast Hands]])
> [!info] Reaction
> - If hit by an attacker I can see, reaction can halve the damage ([[2022-05-29 One Shot - Egyptology Adventure#^uncannydodge|Uncanny Dodge]])
> [!info] Ability check
> - Reroll a 1 ([[2022-05-29 One Shot - Egyptology Adventure#^lucky|Lucky]])
> [!info] Saving Throws
> - Reroll a 1 ([[2022-05-29 One Shot - Egyptology Adventure#^lucky|Lucky]])
> - Advantage on saving throws against being frightened ([[2022-05-29 One Shot - Egyptology Adventure#^brave|Brave]])
> [!info] Movement
> - Move through a space of any creature medium or larger ([[2022-05-29 One Shot - Egyptology Adventure#^halflingnimbleness|Halfling Nimbleness]])
> - Can attempt to hide between a medium or larger creature ([[2022-05-29 One Shot - Egyptology Adventure#^naturallystealthy|Naturally Stealthy]])
> - Climbing no longer costs extra movement ([[2022-05-29 One Shot - Egyptology Adventure#^secondstorywork|Second-Story Work]])
> - Running jump increases by 5 ft ie. DEX modifier ([[2022-05-29 One Shot - Egyptology Adventure#^secondstorywork|Second-Story Work]])
> [!info] Short rest
> [!info] Long rest
## Feature dump
### 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. ^thievescant
### Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 3d6 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. ^sneakattack
### Lucky
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. ^lucky
### Brave
You have advantage on saving throws against being frightened. ^brave
### Halfling Nimbleness
You can move through the space of any creature that is of a size larger than yours. ^halflingnimbleness
### Naturally Stealthy
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ^naturallystealthy
### False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. ^falseidentity
### Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. ^cunningaction
### 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. ^steadyaim
### Fast Hands
Class: Thief
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. ^fasthands
### Second-Story Work
Class: Thief
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. ^secondstorywork
### Uncanny Dodge
Class: Rogue
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. ^uncannydodge
Her name is Ruby Tealeaf, but she has her false identity, Scarlette Camellia.
## Notes
- Rick O'Connell is a halfling and treasure hunter
- 70% percent of what we find, items
- We can use them during the session
- Tomb belongs to ancient halfling
- Ancient halfling pharoah – Tutankhamun
- Liked puzzles
- Lots of guards
- Guard drakes are extremely loyal
- Loot
- 6 coins (50 gp each) – cloak room
- Scrolls
- Scroll of invisibility
- Scroll of enhance ability
- Ancient halfling folklore (3 books)
- Ring of Water Walking
- Dragon doors from bottom, clockwise
- Mouth open
- 6 x 50 g
- All paws down
- blue gem
- Tail curved
- Sarcophagus – we didn't look closer at the gems because it was an obvious Chiko trap
- Two paws up
- Short bow
- Wings
- Ruby gem
- Staff of healing
- Requires Attunement by a Bard, Cleric, or Druid
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 from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or 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.
- Ruby spots a rapier in the centre square
- Wand of Conducting
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
- Ring of Warmth
Requires Attunement
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
- Deck of Illusions
- 15 - 8 of diamonds - sees a gnoll
- Playing Card — Illusion:
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an Action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An Illusion of one or more Creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an Action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an Action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
- ~~Ace of hearts — Red dragon~~
- King of hearts — Knight and four guards
- Queen of hearts — Succubus or incubus
- Jack of hearts — Druid
- Ten of hearts — Cloud giant
- Nine of hearts — Ettin
- Eight of hearts — Bugbear
- Two of hearts — Goblin
- Ace of diamonds — Beholder
- King of diamonds — Archmage and mage apprentice
- Queen of diamonds — Night hag
- Jack of diamonds — Assassin
- Ten of diamonds — Fire giant
- Nine of diamonds — Ogre mage
- ~~Eight of diamons — Gnoll~~
- Two of diamonds — Kobold
- Ace of spades — Lich
- King of spades — Priest and two acolytes
- Queen of spades — Medusa
- Jack of spades — Veteran
- Ten of spades — Frost giant
- Nine of spades — Troll
- Eight of spades — Hobgoblin
- Two of spades — Goblin
- Ace of clubs — Iron golem
- King of clubs — Bandit captain and three bandits
- Queen of clubs — Erinyes
- Jack of clubs — Berserker
- Ten of clubs — Hill giant
- ~~Nine of clubs — Ogre~~
- Eight of clubs — Orc
- Two of clubs — Kobold
- Jokers (2) — You (the deck's owner)
- Anansiamun » Rose's fake name
- Rose speaks with Jeff (Drake)
- Triplets » Jeff, Tom, Bob
-
Amulet of Proof Against Detection and Location
While wearing this [Amulet](https://app.roll20.net/compendium/dnd5e/Amulet#h-Amulet), you are hidden from [Divination](https://app.roll20.net/compendium/dnd5e/Divination#h-Divination) magic. You can't be targeted by such magic or perceived through magical [Scrying](https://app.roll20.net/compendium/dnd5e/Scrying#h-Scrying) [Sensors](https://app.roll20.net/compendium/dnd5e/Parts%20of%20a%20Ship#h-Sensors).
Boots of Striding and Springing
Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing [Heavy Armor](https://app.roll20.net/compendium/dnd5e/Heavy%20Armor#h-Heavy%20Armor). In addition, whenever you jump, you can jump three times the normal distance.
Requires Attunement
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
• As long as the helm has at least one ruby, you have resistance to fire damage.
• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Rosie
- Cloak of Billowing
- Scrolls
- Scroll of invisibility
- Scroll of enhance ability
- ~~Valuable blue gem~~
- ~~Valuable red gem~~
- Staff of Healing (attuned)
- Helm of Brilliance (attuned)
- 3 diamonds
- 3 rubies
- 3 fire opals
- 8 opals
- Wand of Conducting
- Wand of Smiles
- Elixir of Health
- Potion of Healing
- Potion of Invisibility
- Gold-trimmed studded leather armor (+2)
- ~~Valuable purple gem~~
- A book, Hot Scales
- ~~**Scroll of Gates**~~
- 500 platinum
- Supreme potion of healing
Ruby
- 13 coins (50 gp each)
- Ring of Water Walking
- Ring of Warmth (unattuned)
- Old shortbow (magical)
- 10 +1 arrows
- Deck box (deck of illusions - 34 cards)
- Amulet of Proof against Detection and Location (attuned)
- Boots of Striding and Springing (attuned)
- Bag of Holding
- Ancient halfling folklore (3 books)
- Achemy Jug
- ~~**Tome of Acrobatics (Tome of Understanding, but flavoured)**~~
- 11 books
- ~~**Book of wizard spells, says "property of Strahd"**~~
- ~~**Unknown 9th level spell (Wish)**~~
- ~~Valuable green gem~~
- +1 rapier
- ~~Valuable red gem~~
- ~~**Hand of Vecna**~~
- 500 platinum
- Supreme potion of healing
## Feats & Traits
![[Brave]]
![[Sneak Attack]]
![[Thieves' Cant]]