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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The woman frowns and calls out while Marcus leaves, You couldn't even last one round with Elmo, and he lost his arm against that cult!

-----

Approaching the brewer, you see that Ostler is already there talking to the brewmeister and his apprentices. They have their heads bowed a bit - which is odd to see since they are all larger than Ostler and significantly younger.

As the dogs bark announcing your arrival, Ostler turns and sees you, I care less about youth throwing their lives away of their own choice than my wife, but no one in this town will tell you how to get to the moathouse without the Elder's approval.

Turning back to the brewmeister Ostler says, You've asked before why you are not part of the council, and this is why. he then leaves the grounds and the brewmeister begins beaming again.

Scratching his head he says, That old Ostler is tough, and his bite is worse than his bark. I'm afraid I can't help you lads with this one. The only way you are getting that location is with the council's approval, and Ostler is one of the councilmen here. He tilts his head wistfully, If you could convince Burne - he lives in that keep that's half built -, Jaroo at the grove, or Elmo at his old farmhouse Ostler would listen to them. You can normally find Elmo junior running around, you can't miss his red hair. You will also need to convince the Elder, he's at the stone home east of the grove. The next council meeting isn't until next week so you have plenty of time to get them on your side.


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

Really? Council approval to tell us the location of this moathouse? That seems a bit like overkill to me. Where can I find this Elmo, the town hero and councilman?


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 throws his hands in the air.
"This is absurd! Who do they think they are to tell a group of full grown people where they can and cannot go. Where is your apprentice? Maybe he will show us the way and will not have told us anything."


Responding to Marcus, You'll find this town prospers despite the location. There's always something evil crawling in this valley, so making sure we are not just a den for would be heroes is a good thing even if I'm not a strict about it as some. As Glyph give s a passionate plea...

Marcus Charisma Check: 1d20 + 4 ⇒ (6) + 4 = 10, Glyph Help: 1d20 + 4 ⇒ (14) + 4 = 18

Hey, I get it. If you want to circumvent the system Elmo or Burne are your best bets. Burne moved to the area with his friend Rufus a few years ago to adventure in the area, but they lost most of their party against a green dragon in the Kron Hills despite it paying for their keep they are building. Elmo took heavy damage fighting the cult, but he never lost his foolhardy spirit and only pseudo-retired for his son's sake, he continued, I am not going to have my apprentice tell you, and it would take an act of God for him to tell you against my wishes.


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 |

"But what about the two rats?" Dink asks his companions dejectedly.

"Well, I guess we can talk to Elmo about our plans, he offers. He asks for directions and proceeds to look for Elmo.


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

"Thanks for the advice I guess" looking after Dink "We're going to go find Elmo"

Glyph follows after Dink

I hope Elmo is more sensible than the others about releasing information. Ideas are the whole reason for living and discourse.. not exchanging them... Calm down you're going to need to be in good spirits for Elmo.


The brewer tells you Elmo lives on the farm on the southwest corner of the village.


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

Do we find Elmo?


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 approaches Elmo's farm, and he yells from out front.

Hello, the house! Is Elmo about?


DM Roll: 1d100 ⇒ 65
DM Roll: 1d100 ⇒ 3

Elmo's farm is pressed against the roadside, and as Marcus shouts a man you had previously passed on the road catches up to you and says slurring his words, Elmo'ss me name! What'do ya want? He stumbles forward for a bit revealing his drunken stupor this early in the day. He looks to be quite young, with fiery red hair and freckles.

From the house an old woman with red hair heavily mixed with silver comes to the door, Junior! Drunk already? Get inside and sleep it off! Seeing Marcus and the group she says, What business do you have here?


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

Hello, mi'lady.

Marcus give a slight bow.

We are new to town, but we have been directed to Elder Elmo's home to have a word with him concerning a location outside of town.

Charisma: 1d20 + 4 ⇒ (8) + 4 = 12


She scoffs, You must be new here, boy. You may speak with Elmo, but go around the house. He's working the fields this morning.

As you travel around the house an old man with one arm is not struggling even a little to drive a plow through the earth by himself using the straps normally used for oxen to attach it to himself. He sees you can stops, loosing himself from the plow. He meets you on the fields; sweating, white balding hear, clean shaven, and absolutely jacked. The guy must be pushing 60 but still is an intimidating sight with only one arm. He speaks in a deep voice, Ostler stopped by yesterday. I was hoping you would visit, it's been some time since I met some hot-blooded men around here. Even the best we have are middle aged around here.

You see his wife exit the back of the house carrying something.


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 we are as you put it hot-blooded. We were attacked by bandits the other day and the brewer's apprentice was attacked by some people he suspected to be bandits. We were hoping to investigate the moat house that the apprentice was near during his attack. We were hoping you could tell us where it is located?"


Elmo grins a bit, I'll have you know I personally trained the entire militia of this town. I was the leader of the militia for most my life, and even today no one in the militia can beat me.

As his wife gets closer you see she is holding a set of armor, a shield, and a spear. The only people to ever beat me in a fight have been mah boys. Otis and Junior both bested me at one point, and I wouldn't worry about them at something as simple as a moathouse.

As his wife reaches the group he continues, It's simple boys, I need to know I'm not sending you to your death. Over yonder is my training field. You have today to defeat me one-on-one in that ring. You win at any point, and I'll let you know how to get there. You lose, and you can try again.

His eyes flicker with excitement as he strips down to his pants and attaches a mechanical arm with shield to his body with his wife's help. He effortlessly twirls the spear and gives it a quick thrust, revealing incredible speed and technique.

Who's first?


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

What are the dimensions of the ring? Does it appear as though we would start with some distance between us?

Glyph considers the request and responds.
"I am not a fighter per se but I have no problem showing you that I would not easily be slaughtered. Though if some of my more martial combat inclined friends would like to go first, it may be more fun for you."


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

"I'd go against you." Tis'kaliss says, unsheathing his shortswords "I have skill with swords. No magic I'm assuming?"


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 broadly. He draws his rapier and begins to move through some forms, deftly and with panache.

After Tis wears ya down a bit, I would certainly relish a spar, good sir!


Elmo laughs as he walks, Haha! Excellent, you boys use magic! That just means I won't hold back! Turning to his wife he says, Bring me my cloak, it sounds like I need it! He's now got a black cloak that never seems to stop moving in addition to his other equipment.

Elmo enters a 25ft radius circle and stands at one line, pointing Tis'kaliss to the other line 40ft away. Make your move, boy!

Tis'kaliss Dexterity Check: 1d20 + 5 ⇒ (1) + 5 = 6
Elmo: 1d20 + 2 ⇒ (8) + 2 = 10

Elmo cautiously moves forward 30ft in a defensive position.

Go for it 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

"You will be beaten." Tis'kaliss says proudly, pointing his sword at Elmo, and then moving slightly closer and leaving his blades in a defensive position, ready for the man. Beneath his mask, the half-elf grins, my, this will be interesting.

Using vow of Enmity to give him advantage on attack rolls for 1 minute against the man, and taking the dodge action to give him disadvantage on attack rolls against Tis'kaliss for the round. That is all for round 1.


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

Grimm stands back and watches the battle.
"I think I'll be needing to do some bit o' healing before this is done, I'll wager!"


Good defense, boy! Elmo says before charging with his shield.

Shield Bash: 1d20 + 7 ⇒ (19) + 7 = 26, Elmo Disadvantage: 1d20 + 7 ⇒ (10) + 7 = 17
Weapon Damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Tis'kaliss Strength Saving Throw: 1d20 ⇒ 15

Shocked, Tis'kaliss steps back from the force of the blow only to receive a second and third while reeling.

Shield Bash: 1d20 + 7 ⇒ (1) + 7 = 8, Elmo Disadvantage: 1d20 + 7 ⇒ (6) + 7 = 13
Shield Bash: 1d20 + 7 ⇒ (15) + 7 = 22, Elmo Disadvantage: 1d20 + 7 ⇒ (3) + 7 = 10

Elmo leaves his guard dropped briefly, giving Tis'kaliss an opportunity to counter.

You may take an opportunity attack, and Tis'kaliss 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

Marcus looks on eagerly, pacing back and forth outside of the circle, like a caged lion.

Are these blows all non-lethal, or are we really intending to damage on another.


There's no nonlethal blows in 5e, just a "do you kill them or not" when they hit 0HP. You can also just say you give up if you don't want to get to 0HP.


Hey, just FYI to make sure this goes quickly I'm setting a soft 12 hour limit on duel rounds. Anytime after 12 hours I may not the next round - this is only because it's 1-on-1 in a PbP IRL this would resolve in just a few rolls.


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, realizing his advantage for the moment, strikes with one of his scimitars.

Scimitar: 1d20 + 5 ⇒ (1) + 5 = 6
Advantage: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
If it is a hit, Tis'kaliss will expend a spell slot to deal an extra Smite: 2d8 ⇒ (1, 1) = 2 damage.

Tis'kaliss then jumps forward, striking in a flurry of blows, one of his swords flashing up while the other strikes low.

Scimitar: 1d20 + 5 ⇒ (18) + 5 = 23
Advantage: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
If it is a hit, Tis'kaliss will expend a spell slot to deal an extra Smite: 2d8 ⇒ (1, 6) = 7 damage.

Scimitar: 1d20 + 5 ⇒ (13) + 5 = 18
Advantage: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 ⇒ 2
If it is a hit, Tis'kaliss will expend a spell slot to deal an extra Smite: 2d8 ⇒ (4, 8) = 12 damage.

Assuming he has an AC of lower than 18 or lower, that is 41 damage. If he is knocked to 0, I will make him unconscious.


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

How are you atracking 3 times in 1 round? Even with the dual wielder feat, your ability bonus is only added on the 1st attack.


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
Marcus Covell wrote:
How are you atracking 3 times in 1 round? Even with the dual wielder feat, your ability bonus is only added on the 1st attack.
hiiamtom wrote:
You may take an opportunity attack,

I got an opportunity attack, (which is normal,) a normal attack, and then my off-hand attack. I did not add my ability modifier damage to my off-hand attack, and only added it to the first two.


Tis'kaliss is able to land three solid blows embued with radiant power that cuts Elmo. That's the spirit! Excellent technique!

Elmo responds with another shield bash.

Shield Bash: 1d20 + 7 ⇒ (16) + 7 = 23
Weapon Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9
Tis'kaliss Strength Save: 1d20 ⇒ 7

Tis'kaliss is bowled over, laying prone on the ground as Elmo finally strike downward with his spear.

Spear: 1d20 + 7 ⇒ (18) + 7 = 25, Elmo Advantage: 1d20 + 7 ⇒ (10) + 7 = 17
Spear Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8
Spear: 1d20 + 7 ⇒ (16) + 7 = 23, Elmo Advantage: 1d20 + 7 ⇒ (15) + 7 = 22
Spear Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12

The heavy blunt end of the spear strikes Tis'kaliss in the gut and then again in he head knocking him unconcious but keeping him stable. He points the spear at Marcus, You look eager, I won't even take a break!

He got an opportunity attack on Elmo, and then using two weapons.

Elmo has taken 41 damage but doesn't look too bad off.


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

Oooh cra... Tis'kaliss thinks, just before he flies into oblivion, he's good.


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

Arda watches the duel with interest. Turning to Marcus, "Have at him, Mr. Charmer! Tisk softened him up for ya, and I'm sure you can handle him now, right? If you boys can't bash him down directly, I might have some surprises for him."

Hopefully, Marcus or another can take him since I'm out of town away from my books until Sunday night. But if they don't and he's willing to allow magic, Arda would be willing to challenge him not quite so head on.


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

Round 1, Precision Att (1/4 Superiority Dice), Defensive Duelist - +2 to AC if attacked and hit, as a reaction, Action Surge.

Marcus dances in and attempts to skewer Elmo, on a vulnerable area before circling quickly to avoid a potential counter attack.

Rapier Attack: 1d20 + 5 + 1d8 ⇒ (4) + 5 + (8) = 17
Rapier Dam: 1d8 + 2 + 3 ⇒ (6) + 2 + 3 = 11

Rapier Att: 1d20 + 5 ⇒ (15) + 5 = 20
Rapier Dam: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9


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

Grimm wades into the ring and removes the unconscious Tis. As he passes Marcus he pats him on the shoulder.

"Best of luck lad."

Once outside the combat zone, Grimm says a short prayer of healing to Moradin, and revives Tis.

Cure Wounds: 1d8 + 4 ⇒ (6) + 4 = 10


Marcus' opening blows catch Elmo awkwardly, Ugh! Good form, I can't take you lightly. Elmo steps forward and strikes with his shield.

Shield Bash: 1d20 + 7 ⇒ (20) + 7 = 27
Shield Damage: 4d4 + 4 ⇒ (2, 3, 4, 3) + 4 = 16
Marcus Strength Save: 1d20 + 2 ⇒ (19) + 2 = 21

Shield Bash: 1d20 + 7 ⇒ (19) + 7 = 26
Shield Damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9
Marcus Strength Save: 1d20 + 2 ⇒ (10) + 2 = 12

The blows knock Marcus down on the ground winding him badly.

Spear Attack: 1d20 + 7 ⇒ (20) + 7 = 27, Advantage: 1d20 + 7 ⇒ (1) + 7 = 8
Spear Damage: 4d8 + 4 ⇒ (4, 6, 4, 8) + 4 = 26

Marcus doesn't even see the blow knocking him out. Elmo sits, Wow, OK you boys mean business. I can't handle another fight, so I concede. Wake your boy here.

You can see some of the weapon blows bleeding pretty bad on Elmo.


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

Jeeeeez...GM rolled his a$$ off!


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 pops back up, clutching his head, "Thanks Grim." He then walks over to Marcus, and puts his hand on the fighters forehead, healing him. He then does the same for himself.

Healing Marcus for 10 hit points, and Tis'kaliss for 5 with lay on hands.

"You are an extremely good fighter." He says to Elmo, "I can see why people aren't very worried about bandits."


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

"Elmo does this mean you'll tell us where the moat house is?"


Yeah, I wouldn't last another round. You bested me, I got too confident! Elmo stretches and I straps his shield. His wounds have at least clotted as he stands, and he rubs his neck, Come inside for some tea, I'll draw you a map. It's a ways up the mountainside, it has a good view of the valley. He begins to walk to the house shouting, Martha! Martha! Bring me some potions and tea!

Elmo strides in a little shakily.


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 follows Elmo into his house.


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

Who wakes me?


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

I did that on my last post. Healed you for 10 with lay on hands.


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

Sorry...missed that...Thanks!

Marcus follows the others inside.


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

Arda is willing to heal Elmo up a bit as well. "Well fought, mister! No need to use more potions than you need."

2nd level Cure Wounds: 2d8 + 2 ⇒ (1, 4) + 2 = 7


Elmo thanks Arda and leads you all into his house. Elmo's son, Elmo, is at the kitchen table drinking water and eating with his mother frowning at him. Elmo leads the group into the farmhouse to a cramped study. He spreads a long parchment along the desk a and uses some pins to hold it flat.

Let's put Hommlet... here, Elmo says drawing a large dot and writing the name in simple letters, There's a lot of mountains around here... and the roads look kind of like this... And then there are trees all over as we're only 10 leagues from the great Gnarley Forest's northern tip.

Looking at his work, it looks pretty clear considering his disadvantage . He bends over one more time and draws a skull and crossbones while writing "danger", This is the moathouse location, and the best way to get there is using this abandoned road here. It's all overgrown now since it hasn't been used since the seige. Elmo sits back his eyes stare off to the distance a bit, I would be very careful out there, a group the size of yours with your ability should be fine - but this whole area is accursed, not just the moathouse. Folks here will try to say 'oh the cult this' and 'that temple that', but it goes much deeper. Our village is kept safe with the protection of the Old Ones, but venture much further out and evil will find you.

He laughs and stands, Since you are here, would you like to eat with us? I need a short rest before I'm ready to work the fields again, and we had a good scuffle out there! He hands Tis'kaliss the map, You got the best licks on me, so this is your prize today.

Elmo's Map


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 takes a look at the map and commits much of it to memory.

"Elmo, thank you for the map. We'll definitely take your warning to heart. I think that we want to see this evil for ourselves."


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

"Thank you." Tis'kaliss says, pocketing the paper.

Are we going to try and go now, or take a long rest/short rest? I'm at just over half hit points, and have no healing or spell slots left.


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 think a Long Rest is in order,more than likely, back at the Welcome Wench.


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

Grimm will use all his spells to heal the wounded party members, then join Elmo and his family for a meal. Once complete he will return to the smithy to work on the parties armor and weapons and get them ready for departure tomorrow.


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 |

After the groups dealings with Elmo Dinkerdink heads back to the welcome wench for another night of entertainment and rest.


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 takes the host up on his offer for food then follows Grimm to the forge knowing that he still has some rabbits to rescue then he plans to take the traps to have the rabbits freed, if they are completed today. Finishing the night back at the Wench


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

"Here ya go Glyph. Go catch me one of those vicious bunnies Dinkerdink fears! Now, lets take a look and yer weapons and armor."

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