The cells are bars, not doors. But inside it is black as night, through which even your dark sight cannot penetrate.
Steading of the Hill Giant Chief
The cells are bars, not doors. But inside it is black as night, through which even your dark sight cannot penetrate.
Rolls
Toll the Dead - Damage - (2d12)
(38) = 11
The massive spiked ball slams into Aelfric's shoulder with a crunching sound as metal and leather meet, the spike piercing through and driving you sideways, as you manage to evade the second blow aimed at your head.
Rolls
Bugbear first attack on Aelfric - (1d20+5)
(16) + 5 = 21
Bugbear second attack on Aelfric - (1d20+5)
(4) + 5 = 9
Bugbear first damage on Aelfric - (2d8)
(55) = 10
Bugbear second damage on Aelfric - (2d8)
(33) = 6
Secret Roll
Rolls
Toll the Dead - Damage - (2d12)
(112) = 13
"She picks now not to be bloodthirsty?!" he thought angrily as he stabbed his rapier at the bugbear again!
EDIT!!!! I just remembered he's got Mage Armor up for AC 18, so casting Shield gives him temporarily AC 23, making that hit into a miss!
Guessing that 4's a miss.
Rolls
Rapier - (1d20+9)
(4) + 9 = 13
Rapier damage, sneak attack - (1d8+5, 5d6)
1d8+5 : (6) + 5 = 11
5d6 : (65414) = 20
The tolling sounds around to wounded bugbear. This time you see that the spell affects him, as he clutches at his skull and slumps against the wall. Wearily, he thrusts himself upright, just in time to deflect Aelfric’s attack.
Rolls
Secret Roll
The locks appear to be of the standard sort, made of iron and requiring a key of some sort.
Rolls
Thieves tools - (1d20+13)
(3) + 13 = 16
Rolls
Glaive Attack & Extra Attack & Bonus PAM attack - (1d20+11, 1d20+11, 1d20+11)
1d20+11 : (14) + 11 = 25
1d20+11 : (1) + 11 = 12
1d20+11 : (7) + 11 = 18
Glaive Damage (attack & extra attack & PAM attack) - (1d10+7, 1d10+7, 1d4+7)
1d10+7 : (9) + 7 = 16
1d10+7 : (4) + 7 = 11
1d4+7 : (2) + 7 = 9
Movement: Normal
Time In Steading: 32 minutes
"Idiot."
Rolls
Investigation (for keys, if it's not obvious) - (1d20)
(10) = 10
A quick check of the guards reveals that the first one has a set of five keys on a ring.
Rolls
Int(Arcana) + [guidance] - (1d20+9, 1d4)
1d20+9 : (19) + 9 = 28
1d4 : (3) = 3
Int(Investigation) + [guidance] - (1d20+9, 1d4)
1d20+9 : (12) + 9 = 21
1d4 : (2) = 2
While you do not find anything that might act as some sort of trigger, you recall in your studies that some magi, especially powerful ones, could craft spells much like they could a magical item, bringing a near Permanency to it. Some could last until dispelled, some just significantly enhanced the time of effect, but some of the more powerful sort could make an effect last forever, unless some powerful magic counteracted it.
Once per short rest, you can use your action to choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest.
You gain darkvision out to a range of 60 ft., you can see into the Ethereal Plane within 60 ft. of you, you can read any language, or you can see invisible creatures and objects within 10 ft. of you that are within line of sight.