T1: The Village of Hommlet 5e Conversion (Inactive)

Game Master hiiamtom

This game will start with T1: Hommlet with a lot of players all at level 3, and then branch out from there.


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Male Human | Wizard 3 | 2/4 1st lvl, 2/2 2nd lvl | Spell DC 13 | Arcane Ward 2/9 | HP 23/23 | AC 15 | Saves S, D, C, I, W, Ch | Pass Perc | Status: Normal | Insp: None

Lenthus fires another bolt of frost at a remaining skeleton.

Frostbite again, for 1d6 ⇒ 2 damage.


I'm calling it, they are at too huge a disadvantage to play this out 1-2 more rounds where they can't do anything.

The party descends on the skeletons destroying them completely and making sure they cannot be raised again. Marcus leaping into the front with vollies of spells and weapons from behind. Grimm heals Arda and brings her back to her feet and the moathouse falls silent briefly before the sounds of the surrounding marshy areas comes back once more.

Grimm, you only add +3 to Cure Wounds.

???: 1d20 ⇒ 11

The roof above the room creaks before the rotten wood finally partially gives way overhead. A stream of rubble ranging from fine powder to the size of Grimm's large head falls from the ceiling to the floor.

Marcus Dexterity Save: 1d20 + 3 ⇒ (4) + 3 = 7
Rubble Damage: 2d10 ⇒ (8, 4) = 12

Marcus is not able to move quickly enough and gets caught in the rubble. The dust settles quickly, but Marcus is trapped and cannot be seen. Luckily there isn't much, but the ceiling looks ready to give further at any moment... and something appears to be catching the light in the corner.

We're still acting on initiative, everyone may act. This time, Marcus needs to give a death saving throw.

DM Notes:
Arda 2075XP - 6/24HP - 3/3HD - 2/2 wild shapes - 4/4 1st level, 1/2 2nd level
Dinkerdink 2175XP - 22/28HP - 3/3HD - 1/1 second wind, 1/1 action surge - 2/2 1st level
Glyph 2175XP - 16/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - inspired
Grimm 2180XP - 3/21HP - 3/3HD - 0/1 Channel Divinity, 2/2 War Priest - 2/4 1st level, 2/2 2nd level - inspired
Marcus 2175XP - 0/28HP - 3/3HD - 1/1 second wind, 0/1 action surge, 2/4 Superiority Dice - unconcious, restrained, covered in rubble
Lenthus 900XP - 23/23HP - 3/3HD - 2/2 Arcane Recovery, 9/9 arcane ward - 4/4 1st level, 2/2 2nd level


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Whoa Marcus! You conscious!

Glyph looks at the light in the corner and attempts to understand what it is.
Investigate: 1d20 + 5 ⇒ (16) + 5 = 21


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Grimm carefully moves into the rubble and searches for Marcus under the rocks and dirt.

Not too sure if this needs a perception or other kind of roll, but he is watching the roof for further cave-ins.


It would take a strength check.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Death Save: 1d20 ⇒ 16

1 success, 0 failures


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

STR: 1d20 + 3 ⇒ (13) + 3 = 16


Male Human | Wizard 3 | 2/4 1st lvl, 2/2 2nd lvl | Spell DC 13 | Arcane Ward 2/9 | HP 23/23 | AC 15 | Saves S, D, C, I, W, Ch | Pass Perc | Status: Normal | Insp: None

If Marus is comfortable with my question on the discussion, and Grimm's strength check doesn't work:
"Hang on!" Lenthus yells, hiking up his robes around his ankles and running to the side of the pile of rubble. "If you can hear me, this may hurt a little!" He yells. He shoves his hands into the pile of rubble, and an explosion of sound blasts from them.

Hopefully this works. Casting Thunderwave. 15 foot radius, knocks creatures 10 feet away who fail a dex saving throw 10 feet. Automatically knocks unattended objects 10 feet away (such as a pile of rubble). Damage when at 0 hit points just counts as a failed death saving throw.


Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14

Would this count as "loose earth" for the Mold Earth spell? It would allow me to excavate it in 5ft cubes at a time.


Yeah, I think mold earth works really well for this.

Grimm, Lenthus. Arda acts before you, so you can change your action if you choose. I think Dink is AWOL for now, so I'll give you a fair chance to act this round.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Yeah, i would rather not incure additional failed death saves that could ultimately ckill me outright. How many would I autofail with the spell, Lenthus. Arda's idea seems good.


It would be 1 failure without a feature like Sculpt Spell or Careful Spell.


Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14

"Wha- what happened? I thought there were skeletons or ... hyenas??" Arda staggers to her feet, clearing her mind from the near death experience. "Thanks, Grimmer, for - wait, Marcus is under there?! No, we can't lose someone else! Hold on, Marcus, we'll get you!"

Arda studies the fallen stone carefully, and then says, "I think I can move this, but I have to be careful not to hurt him further. I sure hope you have more healing, Grimmer."

She closes her eyes and murmurs to herself, and then stares intently at the stones as she casts her spell.

Very carefully, mold earth to clear out the pile, starting at the top to avoid any shifting. It's a cantrip, so she will cast multiple times if necessary. Anything special to do to avoid it shifting and harming Marcus?


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Grimm will move in as Arda clears the space. He places his shield on his back and will move as soon as he sees Marcus, trying to shield him from any falling debris (He will take the damage if needed to spare Marcus further injury).


Sorry for the very long break in the middle of an action sequence. Life got in the way.

While Arda and Grimm clear the rubble from Marcus and protect him from further injury, Glyph dashes to the corner where the object catching the light is. He finds a dagger with a bejeweled sheath and hilt partially exposed in the filth and rubble.

There are also the skeletal remains of guards with moldy but functional armor, their bones have teeth marks from something recently chewing on them.

???: 1d20 ⇒ 9

The damaged ceilings groans loudly and some rocks slide but are caught in the rafters. Dust falls to the floor harmlessly on Arda, Grimm, and Glyph.

Everyone may act!


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

I assume that I am unconscious at 0 HP, but stable?


I thought so, but as I respond I don't see anyone healing you... so it's another Death Savings throw.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Death Save: 1d20 ⇒ 20

Fitting...Marcus is at 1HP.

Marcus shakes the dust off.

Much obliged for pulling me out of that fine mess.


Sick, take an action for the round!


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus will move to the edge of the room, close to Grimm.

Have you any healing, friend?

He will take the Dodge action to avoid any falling debris or enemies.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

"I do indeed...just wanted to get you to someplace safe before we continued."

Cure wounds: 1d8 + 5 ⇒ (8) + 5 = 13


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

We've killed all we can see, where to now?


You're still acting on initiative, the ceiling is currently collapsing here. You can run to safety or try to loot more, you're choice.


Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14

Arda heals Marcus further, "We need everyone in top shape."

Cure wounds: 1d8 + 2 ⇒ (6) + 2 = 8

"We also better get moving, I don't want anyone else trapped under this rock!" Unless there is something else of note, she then starts back the way they came.

Unless someone disagrees or I'm missing something ahead of us, then of course she won't. I'm not quite remembering the layout of the specific spot we are in, sorry. Also, sorry had a wicked nasty case of the flu hit me and am still getting caught back up on everything.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Much thanks, Arda. I am ready when everyone else is.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

I agree with Arda, lets get out of here. Treasure is fine but I value my life more.

Glyph follows after Arda.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Nodding, Grimm follows the others out of the collapsing room.


Sorry guys, traveling for work and Paizo was down when I tried to update Sunday. I'll update today.


???: 1d20 ⇒ 8
???: 1d20 ⇒ 8
???: 1d20 ⇒ 18

Retreating from the room, the beams continue to creak and moan and crack and after a few more seconds you hear a deafening crunching sound as the ceiling drops to the floor sending rubble and dust and dirt rolling into the hallway. Once things settle once more, you notice Dinkerdink is missing.

The rest of the structure seems stable for now, and the hallway still leads to three other rooms.

Updated Picture


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus heads to the first of the other three rooms down the hallway and listens at the door.

Perception: 1d20 + 2 ⇒ (16) + 2 = 18

He then turns and whispers to the remainder of the group.

Where's Dink?


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Glyph goes to the first room with Marcus and examines the door and for sound of what lies beyond.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7

I have no idea where Dink is
Glyph shrugs his shoulders.


I'll just say you listen at each.

Mentally blocking out the noises of the surrounding nature reacting to the sudden noise from the collapse, Marcus hears sporadic squeaks behind the eastern door but the other rooms are silent.

Glyph gets distracted and wonders into the main hall, he finds a stairway leading to the second floor, but the roof has collapsed and rubble blocks any path upstairs.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Oh I look at this there's a second floor. I wonder if there's another way up there.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus points to the door from which the squeaks eminate.

Squeaking behind that one, but the others are silent. We should check the quiet ones first.

Marcus proceeds to open the nearest door from which no sound was coming.


The first door reveals a looted bedchamber. There is 2 copper on the floor.

The second quiet room reveals some kind of storage room full of broken junk, though there is a cabinet with something the size of a rifle or broom handle wrapped in a sheet inside.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus grabs the item wrapped in the closet and hands it to Glyph.

What do you make of this?


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Grimm continues to follow the others, but he is also looking for any signs of Dink as he goes along.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Glyph looks at that item Marcus has handed him.

Intelligence: 1d20 + 5 ⇒ (2) + 5 = 7

And I sure this item is obvious so that roll will identify it no problem ;)


Glyph feels something hard in the cloth and struggles for a little bit before unrolling a well-oiled longsword protected from the touch of the wet environment and time. It looks of high quality.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Glyph realizing it's a sword hands it back to Marcus saying,
Friend I dare say you may know more about these things than I do.


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus examines the sword.

Intelligence: 1d20 - 1 ⇒ (13) - 1 = 12


It's a sword, it deals 1d8 damage one handed and 1d10 two handed.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

"A beautiful looking weapon. Might I have a look?"

INT: 1d20 + 2 ⇒ (18) + 2 = 20


Grimm determines that he can probably haggle the price above the typical, or maybe offer it to a noble. It's worth at least double the standard price.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Such a beautiful item maybe enchanted. If you don't mind I can perform a little ritual to check for magic. Or we can continue on and I can look later.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Grimm tells the group what he thinks of the item before handing it over to Glyph.

"A well made weapon if I ever saw one. Might bring in a pretty penny if we sold it. Here Glyph, take a look and see what your magics can discover about it."


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Pull out his spellbook and flips it open then, Glyph takes hold of the sword and begins chanting.

Glyph cast Detect Magic as a ritual.


Glyph examines the weapon, at one time it may have held a powerful magic but the enchantment has faded or been removed. Even so, the sword is crafted with alchemical processes that give it a slight reading on inspection. But no mechanical benefit, it's just a nice sword.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

I'm afraid no magic can be found but none the less should make a warrior proud to wield or us a good sum to the right buyer.


When Marcus opens the final door with the noise behind he finds the pitch-black room flooded with angry bats pinned into the room from the ceiling collapse. They flood into the hallway and strike out at everyone in their flight. There are hundreds if not thousands of bats moving chaotically out of this room quickly filling the entire hallway.

Arda
Swarm Attack Roll: 1d20 + 4 ⇒ (1) + 4 = 5, Advantage: 1d20 + 4 ⇒ (16) + 4 = 20
Bite Damage: 2d4 ⇒ (1, 2) = 3 piercing damage

Glyph
Swarm Attack Roll: 1d20 + 4 ⇒ (15) + 4 = 19, Advantage: 1d20 + 4 ⇒ (17) + 4 = 21
Bite Damage: 2d4 ⇒ (2, 4) = 6 piercing damage

Grimm
Swarm Attack Roll: 1d20 + 4 ⇒ (6) + 4 = 10, Advantage: 1d20 + 4 ⇒ (3) + 4 = 7
Bite Damage: 2d4 ⇒ (2, 3) = 5 piercing damage

Marcus
Swarm Attack Roll: 1d20 + 4 ⇒ (6) + 4 = 10, Advantage: 1d20 + 4 ⇒ (12) + 4 = 16
Bite Damage: 2d4 ⇒ (1, 3) = 4 piercing damage

Lenthus
Swarm Attack Roll: 1d20 + 4 ⇒ (12) + 4 = 16, Advantage: 1d20 + 4 ⇒ (7) + 4 = 11
Bite Damage: 2d4 ⇒ (3, 4) = 7 piercing damage

DM Notes:
Arda 2075XP - 3/24HP - 3/3HD - 2/2 wild shapes - 4/4 1st level, 1/2 2nd level
Glyph 2175XP - 10/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - inspired
Grimm 2180XP - 3/21HP - 3/3HD - 0/1 Channel Divinity, 2/2 War Priest - 2/4 1st level, 2/2 2nd level - inspired
Marcus 2175XP - 22/28HP - 3/3HD - 1/1 second wind, 0/1 action surge, 2/4 Superiority Dice
Lenthus 900XP - 14/23HP - 3/3HD - 2/2 Arcane Recovery, 9/9 arcane ward - 4/4 1st level, 2/2 2nd level

Everyone can act! The bats are obscuring all sight there's just so many of them.

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