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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Give me a Charisma check, Tis'kaliss.


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

Ability score proficiencies are awesome!

Charisma: 1d20 + 5 ⇒ (1) + 5 = 6

Spoke to soon...

"Plus, watching their legs break is the best part!" He grins maniacally through his mask, "If they are dumb enough to get caught, they deserve what they get!"


Smyth stands silent for a while before saying, I think the smithy is too crowded to be safe. Master Grimm and two others can stay, but we need room to work. He's not wrong either, the small shack with forge is only 12-15ft by 10ft and with so many people there isn't a lot of space to maneuver red hot metal, I am barely getting the hang of these chains, if you need traps go talk to the traders up the road.


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

"Aye, maybe we can rethink the idea of the bandit traps...right now we need to take care of the killer bunnies...HAR!!"

The dwarven cleric barks with laughter at the thought of the rabbits and the gnomes desire to free them.


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

"Grimm does that mean you'll make me the rabbit traps?"
Glyph says with hope in his voice.


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 stands outside of the crowded smithy.

I believe that I have had enough of the bunnies, traps and armor crafting for today. I am going back to the Welcome Wench for some ale and, hopefully, a member of the fairer sex with tendencies towards the tavern's namesake. We need to think about investigating that Moat-house tomorrow.

He gives a half-bow to the others and saunters in the direction of the Welcome Wench.


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

"Aye, I will. It's just a big wire box with a trigger-plate on the bottom to swing the door closed. Should not be too difficult to craft one or two. That is, if it is alright by my new friend here...it is his supplies and such I will be using."

Grimm looks over to Smyth to see what he has to say.


Smyth responds, I like the idea of some traps to capture rabbits. I've seen enough of them with broken legs or necks from snares for a lifetime.

If Glyph sticks around to help you can get one trap done today, and the other tomorrow.


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've built a mechanism or two"

Glyph rolls up his sleeves.

"Lets begin. The sooner we can get these done the sooner this rabbit fiasco is over."


OK, it's about 4pm right now. Grimm and Glyph are locked in place working at Smyth's smithy, but the rest have a few hours to act if you so choose.

If no one has anything they want done, I'll fast forward to around the time of the Brewer's dinner for Glyph and Marcus. It will be about 8pm then and Grimm will be free (along with anyone else) to do anything else besides work as well.


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

I'm fine fast forwarding


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

onward to dinner then!


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

Seeing that things are being resolved for the rabbits, Arda goes back to sitting out observing the townsfolk until dinner.


Glyph, Conner do you bring anyone with you to the brewery for dinner?


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 is under the impression that he is invited seperately and would not think to extend an invitation out to anyone else.


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

Tis'kaliss wanders the town for a while after the sun goes down, looking for something interesting. If he cannot find anything, and someone walks past him, he will see if they have anything interesting in their pockets; without letting them know of course.

Dexterity Check: 1d20 + 5 ⇒ (16) + 5 = 21


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

Dinkerdink finds a seat in the common room of the Inn hoping to order some dinner.


Tis'kaliss finds the populace trusting and easy to fool as he bumps into a few people "accidentally" and walks away with a little coin.

1d100 ⇒ 78
3d6 ⇒ (2, 1, 3) = 6

After a few attempts he finds himself with 6gp in copper and silver. Soon he would start to jingle if he tried to keep going and Tis'kaliss decides to retire the theft for the evening.

-----

Full Welcome Wench Menu

Meals (Breakfast served in the morning, Dinner at midday, Supper at night)

  • Breakfast, plain 5 cp
  • Breakfast, elaborate 2 s
  • Dinner, plain 5 sp
  • Dinner, elaborate 1 ep
  • Dinner, 7 course 2 gp
  • Supper, plain 3 sp
  • Supper, elaborate 7 sp
Common Drink(per pint)
  • Ale 2 sp
  • Ale, special 1 ep
  • Beer, small 5 cp
  • Beer, heavy 1 sp
  • Mead 1 ep
  • Mead, special brew 15 sp
Wines(per pint)
  • Table, local 1 ep
  • Keoish golden 15 sp
  • Sundish lilac 5 ep
  • Urnst white 1 gp
  • Celene ruby 2 gp
  • Furyondian emerald pale 4 gp
  • Velunan fireamber 1 pp
Brandies(per gill)
  • Local 1 ep
  • Keoish 1 gp
  • Urnst(special aged) 3 gp
Liqueur
  • Ulek Elixir, 1/2 gill 5 gp

Order what you wish.

-----

Glyph and Conner somewhat refreshed from a nice break in the Inn, walk up the road to the brewery again. A familiar hound barks to announce their presence as the Brewer, now wearing common clothing instead of what he wore in the brewery with his long hair loose and wild, and his wife, squeezed into too tight of clothing with an elaborate hairdo, leave the home on the ground to great you. Both are quite drunk and celebrating something.

Loudly the brewer calls out with slurred speak, Come on in, the food is terrible but the drink is free! Bwahahaha! He and his wife cling to each other for support as they stumble back into the home laughing. Inside, there are the four men working for the brewer in relaxed clothing (and quite drunk) singing to a tune played by a rotund woman with an incredible voice playing a harpsichord.

The group cheers as the two of you enter, and soon two large goblets with darkly colored liquid smelling strongly of spices and alcohol are put into your hands. The interrupted singing continues as the group pretty much ignores the fact you are there after the initial warm greeting. You can see several dishes prepared to the side of the room at a long table, with plates and utensils. There are several decanters filled to different levels at one end of the table.

Proudly displayed on the mantle of the fireplace is a perfectly clear glass bottle that is flat and round with an amber fluid inside. The bottle is corked and sealed with violet wax with a seal matching the brewer's sign pressed into the top. When asked about, one of the apprentices explains, That's what this party is about! We have sold out already at 5,000 gold per bottle! Our name is en vogue up north and we're going to auction out private case away as a "special reserve"! Fate let you taste liquid gold today, friends!


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

"Well in that case this is something to celebrate. Congratulations!"

Glyph takes a swig of the from his goblet.

"I don't think any food could taste bad after a swig of this."

Glyph heads over to the table hungry for the bad food.


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

Finishing his days work at the forge, Grimm invited Smith to join him for dinner at the Wench. Before he enters the establishment he strips to the waist and, taking a bucket and scooping water from the trough outside, upends the water over himself.

"Ahhhh...that feels great. I will see you inside friends. I could eat a whole boar!"


Inti+1|HP:35/35|AC:15|STR+5|CON+5|Prof+2 Rage: 1 |Rage Dmg:+2

Ragna spent time working with Grim. As he looks over the cleric, he says I hope your prayers produce us a good item. Ragna then heads off to the Tavern. As he enters he sees the excitement and takes his meal. He then finds a nice spot and begins to eat.


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

Dink eyes the menu and orders a plain meal as he considers his shrinking coin purse.


Glyph eats, drinks, and is very merry for the evening.

Did you want to do anything in particular? How much do you drink? Do you walk to the Inn or crash there?


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 spends the night celebrates the night away drinking what feels like his weight in alcohol ( which was really about 3 pints ) and then approached the Brewer.

"H've you tho's books you prom'sed me on the brooing and things? I ne ta make ths stf."


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 gets a plain Supper and some beer at the Inn before retiring for the evening.

I have deducted the necessary cost.


The brewer squints a bit when looking at you, Ah yes! The books on brewing. Come with me to the study, I'll pull it from the shelf. The Brewer walks up a long flight of stairs up a tower with Glyph stumbling behind. At the study the brewmeister lights a pipe and begins running a finger along his bookshelves, I really should get one of those apprentices to organize this... Here! He pulls a book from the shelf and hands it to Glyph, the weighty tome causing the gnome to stumble away with the added weight.

It began my incresing empire out here, and now a few decades later I'm richer than I imagined! The fates smile on me, and I hope I pass that fortune to you now. He sits at the desk and pulls a bottle of some liquor from the desk and pours himself a drink while finishing his pipe, I'd offer you one, but I'd rather you not get sick up here. Go rejoin the party I will be down after my pipe.


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 stumbles his way back to the party taking the stairs carefully excited for another book to read. Glyph waits another hour to not be too rude then excuses himself to return back to the Inn for the evening.

When Glyph returns to the Inn he stays up for another hour or so beginning the brewing book and taking notes.

A new book oh how I've longed for this.

Glyph eventually feels too tired to continue an goes to bed.


Glyph Constitution Check: 1d20 + 4 ⇒ (19) + 4 = 23 -> Last night had no lingering effect

The sun rises over the village as most of the group wakes to a knock at the door. The dogpile of dwarves and gnomes open the door to find a large tray with a breakfast of pastries, rolls, smoked meats, jams, butter, and honey complete with a pitcher of milk and a pitcher of cold water.

Marcus finds himself in his private room with a very welcoming wench named... Sally? Sandra? Something with a "Sa" in it. His stirring wakes her as she yawns and drags a finger across his chest, So... how long are you in town? Blinking a few times you realize it's not one of Ostler's daughters, but one of the ladies serving until very late.


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 having a few memories of the previous night was happy to find under his pillow a book on brewing and some notes that had been started.

I hope I find time to experiment with these notes later! And then, more reading tonight!

After breakfast and some time with his spellbook Glyph remembers about the moathouse.

"Does anyone want to come with me to investigate the local moathouse? Apparently a Brewer's apprentice was attacked by bandits over near it. Marcus and I were thinking that it might have something to do with the bandits that attacked us."


Inti+1|HP:35/35|AC:15|STR+5|CON+5|Prof+2 Rage: 1 |Rage Dmg:+2

I will go with you Glyph. I am looking for clues about the bandit as well. Ragan gathers his gear just in case things get hairy.


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 smiles.

Not sure, dear.

He pulls the lass to him.

How about a proper wake up call before breakfast?

After enjoying some early morning activity with the woman, Marcus checks his pouch to make sure he has not been robbed by the lass. He then dresses for breakfast.

I seem to have worked up an apetite, dear.


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

Finally a clue about the bandits or are the towns folk just trying to throw us off the scent, Dink wonders be fore he replies, "Sure, I'll go with ye glyph."


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 strolls confidently into the common area where he joins his friends and just catches the end of the conversation about the moathouse.

Good morning, gents! So, I see we are finally considering moving on that moathouse. I look forward to it!


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

"If it be against those bandits that waylaid us, count me in!" the burley dwarven cleric says between forkfuls of breakfast.


OK, so you guys want to go to the moathouse. Quick question to your characters - where is it? :V


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

Looking meaningfully at Glyph..."Well, where are we going? Where is this Moat House?"


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 searches his memory for the location of the moathouse. Deciding he never asked says quite embarrassed.

"I may have been too distracted with merryment to have asked about that information but I'm sure we should have no problem asking about it here at the inn and if they don't know the brewer or his apprentice surely does."

Glyph turns to whoever is manning the bar.

"Do you happen to know where an old moathouse is near here? We would looking to investigate a brewer's apprentice that was attacked near it"


The bartender looks around a bit before waving over Ostler's wife who is running the floor, This lot wants to head to the moathouse.

She turns and furrows her brow, You barely shambled into town and now you want to go to that accursed place? Where did you even hear about such a place?

She has a severe but motherly tone to her voice.


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

Brewers clued us into 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

"The Brewer's apprentice was attacked near the moathouse. Why do you call it accursed?"


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

"Seems like it could be interesting," Tis'kaliss says, coming down from his rest, rubbing his eyes, "Can I have some breakfast?" He sits down at the table.


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

Arda chimes in from behind the dwarves and gnomes "If the place is accursed, it's all the more reason to go! We can't stand by and let nice un-accursed folks a like yourself live near such a foul place as that. You have all been kind to us, and we can repay that kindness and avenge our traveling companions who were slain by those dastardly bandits. It's smushing two rats with one stick!"

Arda smiles and is pleased with her obviously solid logic.


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1
Arda Skitterstone wrote:
"It's smushing two rats with one stick!"

"I thought it was weasels?"


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

Dink responds to Arda's comments, "True, gettin to smush two rats with one stick would help the unaccursed people and perhaps go a long way to ending the accursing of the moat house."


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

Grimm shakes his head as if to clear it
"Ok, enough about squashed rats and sticks. By Moridan this is an odd group... But your not wrong about those bandits. Let's go and teach their grandmothers to suck eggs!"


The goodwife running the Inn responds, That place is tainted with the evil of the cult. The beasts in the area are fouled and the dead walk the spoiled earth up there. The fool's apprentice is lucky to have lived at all, the Elder forbids going near there. after a brief pause she adds, Considering the state you showed up in; you won't be getting directions from me, my husband, or anyone else under this roof!

You see her stomp off to Ostler and whisper to him. He then sighs heavily and trots out the door of the Inn.


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

"Ok then I suppose we go to the brewer"

Glyph leads the way to the brewers house.

Does Glyph and any who follow find them around?


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

Dink follows Glyph, "Let's go teach some egg sucking!


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 smiles at the good-wife as he stands and walks by her.

Mi' lady should not look a gift-horse in the mouth. It may be that we have just what is needed to deal with the accursed place.

He winks and gives a half-bow before heading outside to follow the others to the brewer.


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

"You shoulda seen the sorry state of... oh, everyone's leaving...the sorry state... those bandits... well, at least they can't ambush us if we know they are there! Harumph!!"

Arda storms off after the others but then remembers the manners she was forced to learn. She turns back and curtsies in the doorway. "Oh, and thank you kindly for the fine food and roof over... roof..." - looking at Glyph and the others leaving - "Fare thee well!"

I will deduct the costs of two meals yesterday and breakfast today (even if she eats it as they walk) plus a couple drinks.

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