Haven's Cross

Game Master Gritnarr Halldorr

A Classic Dungeons and Dragons mini-campaign based out of the frontier Town of Haven's Cross allowing for shared story telling duties using DnD 5th Edition Rules.


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Dirt Wizard/Geomancer (AC 17, PP 15)

Jorlitharr looks to Thravum and then to Geim. Knowing what he knows about Thravum, he thinks it's wise to do the talking for him. Thravums skills will become invaluable in a short time. Jorlitharr doesn't know much about Geim yet and he doesn't think now is the time to learn.

Dwarven:
"Oh great Ulfe! We have heard much about you. We have heard of your great leadership uniting two warring tribes of orcs, about how you have brought fear to the countryside. We wish to pay you tribute, just as King Durrgedin was paid in his day. I bring to you two elixirs, crafted with ancient magics by great dwarven clerics. We found them far beneath these halls. I have studied the history of the great King Durrgedin and these seem to be the legendary potions of knowledge and strength! None of us are worthy of these potions but you certainly are, Durrgedin was but he was unable to drink them in time. Drinking them must be done together, and soon you'll feel yourself learn and become like the great Durrgedin, understanding how he thought and becoming more like him. Waste no time!"

Jorlitharr holds two potions in his hand, one appears to be a powerful healing potion (to skilled eyes), the other is filled with clear liquid with a sphere of red in the middle. The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

Persuasion: 1d20 + 5 ⇒ (12) + 5 = 17


The Great Ulfe'eyes light up greedily. He is mesmerized by the red bubble in the potion. "This is a mighty gift! Long have I sought the knowledge of Durgeddin, and long have I searched this mountain for his ancient horde of valuable, unique weapons. To think like him, to be like him... I could find his treasure..." He trails off.

"Give them to me. I am worthy, you are not."

He tips his head back and gulps both down.


Before your eyes, you see the Great Ulfe begin to shrink. He becomes the size of Jorlitharr before him.

Hours spent at medium size: 1d4 ⇒ 1

He roars. "A trick?! A trick?! No! I feel no smarter, my mind does not know anything more, I am just small! You cannot fool the Great - -" He cuts off, retching. A glob of bloody something falls out of his mouth. He gurgle and gasps and growls.

poison damage: 3d6 ⇒ (3, 6, 3) = 12
Con check: 1d20 + 2 ⇒ (16) + 2 = 18

The Great Ulfe pulls a robed arm over his mouth to wipe the blood away and reaches for his axe. (He curses as he can't reach it now without moving due to his shorter arms.)

Roll for initiative!


Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14

init: 1d20 + 3 ⇒ (10) + 3 = 13


Dirt Wizard/Geomancer (AC 17, PP 15)

Initiative: 1d20 + 1 ⇒ (12) + 1 = 13


Male Half-Elf Level 4 Bard (AC 13; Spell DC 15)

initiative: 1d20 + 2 ⇒ (1) + 2 = 3


Male Half-Elf Level 4 Bard (AC 13; Spell DC 15)

"Grushnak! Look at the deceiver! Ulfe has been lying to you! He is no great being looking to unite the orc tribes! He's a small man, seeking only to take care of himself. Join us! Help us take him down!"

persuasion: 1d20 + 8 ⇒ (7) + 8 = 15


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Grushnak looks very, very confused. He had been cowering deferentially in the back of the room as the Great Ulfe spoke. As the Great Ulfe shrinks to the same size as himself and as Olias shouts to him, Grushnak stands taller. You can literally see gears turning in his head as he made up his mind. "Grushnak the brave will make the Great Ulfe pay for his punishments to Grushnak's tribe!" He bears his tusks at his leader. "The Small Ulfe!"

Initiative: 1d20 + 1 ⇒ (18) + 1 = 19


Initiative: 1d20 + 0 ⇒ (16) + 0 = 16


Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14

Testing


The Great Ulfe swipes at his axe and misses. Initiative: 1d20 ⇒ 19


Initiative order:

Grushnak - 19
The Great "small" Ulfe - 19
Geim - 16
Oleksandr - 13
Jorlitharr - 13
Thravum - 10
Olias - 3


Grushnak rushes forward around the table and lunges at the Great Ulfe, claws bared. He swipes at the Ulfe's arm that is outstretched to the axe.

Attack: 1d20 + 4 ⇒ (3) + 4 = 7

He misses and stumbles to the side.


"Vermin! You are not worthy to touch me!" shrieks the Great Ulfe as Grushnak swipes at him. He reels on him, raising his right arm. The gem on his chest glows bright red and a ball of fire forms in his right fist. He throws it at Grushnak.

Spell attack: 1d20 + 4 ⇒ (20) + 4 = 24
Firebolt crit: 2d10 ⇒ (9, 10) = 19

Grushnak crumples but he is still breathing and hissing insults at his former leader.

The Great Ulfe takes a step forward. "Guards! Guards!" he yells at the top of his lungs.


Geim rushes up next to the weakened Grushnak and takes a swing at the Great Ulfe with his warhammer.

Attack: 1d20 + 5 ⇒ (7) + 5 = 12


In his enthusiasm Geim swings a bit too wildly and misses.


Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14

Oleksandr takes a brave step behind Olias and points his staff at the floor below Ulfe's feet.

"Zmashchennya Zastryah"

A very sticky black tar covers the floor and pulls at Ulfe's feet and legs.

Modified grease marked on map. Using spell secrets to make it a strength save. Small Ulfe please make a DC 13 check with disadvantage.


The Great Ulfe moves his arms to a horizontal line, trying to keep them from touching the sticky black goo.

Strength Save: 1d20 + 4 ⇒ (19) + 4 = 23
Strength Save with disadvantage: 1d20 + 4 ⇒ (5) + 4 = 9

He almost pulls his feet out of the tar, but he can't. His arms are still outstretched, parallel to the floor. He seems very concerned with getting his hands dirty.

Suddenly he lurches as he overbalances and topples over. The block tar covers his robe, arms and face. He spits out curses in Giant and Dwarven. He is infuriated.


Dirt Wizard/Geomancer (AC 17, PP 15)

In an instant all loose rubble, dust and dirt snap to the center of the room growing into the shape of a massive hand It looms over Ulfe. It's palm the size of his torso, it's fingers the length of his arms and legs.

"You? Like Durgeddin? Durgeddin was a great king! Durgeddin didn't command the killing of innocent peasants! The theft of their food! You are pathetic!"

Jorlitharr reaches his hand towards Ulfe as the dirt hand does the same, in perfect mirror. Jorlitharr closes his fist and the giant hand envelops Ulfe, crushing him.

(this ooc is a link to the spell, click it!0Ulfe needs to make a DC 13 strength check, otherwise he's restrained (until he successfully breaks out) he'll take 2d6 damage this turn, he'll take 3d6 in subsequent rounds while restrained on my turn if I take a regular action to crush him. If he makes his initial strength check, he's not grabbed (yet) but the hand persists for up to 1 minute with concentration.


The Great small Ulfe raises his own hand from his place laying on the mucky ground. "No! Filth! Don't touch me!"

Strength check: 1d20 + 4 ⇒ (9) + 4 = 13
Strength check disadvantage: 1d20 + 4 ⇒ (6) + 4 = 10

The giant hand grips the Great Ulfe around the middle, its fingers acting like pincers.

Crushing damage: 2d6 ⇒ (2, 6) = 8

"Aaaargh!" He pushes on the stony fingers and his fiery red-stoned necklace smolders as it dangles in the air.


Dirt Wizard/Geomancer (AC 17, PP 15)

Prone

A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.

The creature has disadvantage on Attack rolls.

An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

Restrained

A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.

The creature has disadvantage on Dexterity saving throws


male Mountain Dwarf Fighter 4

Thravum vaults onto the table and leaps off the other side, his spear held over his head like a harpoon. He attempts to drive it through Ulfe clear up the Boar Spear's lugs.

"Yer mother.... a goblin.... yer own damned food"

attack: 1d20 + 7 ⇒ (8) + 7 = 152d6 + 5 ⇒ (4, 1) + 5 = 10

advantage: 1d20 + 7 ⇒ (2) + 7 = 92d6 + 5 ⇒ (5, 1) + 5 = 11


male Mountain Dwarf Fighter 4

New damage: 1d6 + 9 ⇒ (5) + 9 = 14


The blade slices through his chest. Blood pours out. The Great Ulfe gasps and growls.


Male Half-Elf Level 4 Bard (AC 13; Spell DC 15)

"Hey, Ulfe! Getting hot under the collar?"

Olias casts Heat Metal on Ulfe's silver necklace. He looks like this now

Heat Metal: You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a Bonus Action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on Attack rolls and Ability Checks until the start of your next turn.

Heat Metal: 2d8 ⇒ (6, 2) = 8

Olias is queuing up Cutting Words for any Saving Throws that might happen right here...

Olias jumps over the table and repositions himself.


The silver chain erupts into flames, and Great Ulfe ignores it. You see a couple burns form on his neck but they don't look as severe as you might expect.

Con check: 1d20 + 2 ⇒ (12) + 2 = 14
Con check advantage: 1d20 + 2 ⇒ (16) + 2 = 18


Male Half-Elf Level 4 Bard (AC 13; Spell DC 15)

Cutting Words on Ulfe's saving throw: 1d6 ⇒ 4

Ulfe has now rolled a 10.


The Great Ulfe has advantage due to his fire resistance. He does not take off his necklace.


Grushnak, bleeding profusely from his burns, walks over to the mirror where the Great Ulfe's giant double axe is leaning against the wall. He musters his strength and grabs the thick tree trunk handle. He takes a step and swings with all of his might. The axe slices through the air, a red gem glittering in its blade.

Grushnak being a badass

Attack on Ulfe with oversized weapon: 1d20 + 2 ⇒ (18) + 2 = 20
He'd normally get a disadvantage due to the weapon being oversized, but since the Ulfe is prone it cancels out. This is a crit!

The axe slices through the Ulfe's side, leaving a deep gasp. You see a burst of fire where the axe hits. Grushnak grunts in triumph, momentarily looking happy.

Critical damage: 1d12 + 2 ⇒ (8) + 2 = 102d6 ⇒ (1, 4) = 5 Fire damage Damage doubled due to crit, so he takes 20 from the swing; fire damage halved for 3.

Grushnak is bolstered by his hit. He quickly tries to swing the weapon around and hit with the smaller axe.

bonus action to hit with the opposite end: 1d20 ⇒ 7

He completely misses. The momentum of the swing causes him to lose control and the large axe flies out of his hands and through the air. It smashes into the mirror and the large axe wedges into the wall behind it. You hear the sound of crumbling rocks and dirt falling to the ground.


The Great Ulfe is completely angry, annoyed, dirty, and bleeding. He roars and tries to break out of the black tar and stand up.

Strength check: 1d20 + 4 ⇒ (17) + 4 = 21
Strength check disadvantage: 1d20 + 4 ⇒ (4) + 4 = 8

No luck. He's still stuck in the tar. He changes tactics and tries to push the hand off him.

Strength check: 1d20 + 4 ⇒ (18) + 4 = 22
Strength check disadvantage: 1d20 + 4 ⇒ (10) + 4 = 14

He manages to push the hand off his chest. Still laying on the ground, he holds his hand out, thumbs touching. "Ak-krak-ZA!"

Flames burst from his palms and his necklace gemstone glitters in the blaze. The magical fire envelopes Geim and Jorlitharr, and the wooden table catches fire and begins to burn.

Fire damage from spell: 3d6 ⇒ (4, 5, 3) = 12

Jorlitharr and Geim, please make Dex checks DC12 to dodge the flames. On a fail, take full damage and on a pass, take half damage. You are not on fire either way, but the table is.


Dirt Wizard/Geomancer (AC 17, PP 15)

Gah!

Dexterity Save: 1d20 + 1 ⇒ (4) + 1 = 5


Geim attempts to dodge the flames.

Dex Save: 1d20 + 0 ⇒ (14) + 0 = 14


Jorlitharr feels the full heat from the spell. Geim is able to dodge the majority of the blast.

Jorlitharr takes 12, Geim takes 6.

You hear howls coming from the hallway and distant shouts in Orcish.

The southern door leading into the room is open. If you glance, you see two dire wolves bolting towards you. The northern door to the room is shut.


Seeing the wolves rushing down the hall toward Olek, Geim begins to make hand gestures in Olek direction while whispering. A shimmer appears around Olek as if protected by something.
I'd like to cast sanctuary on Olek as my bonus action. "any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw."

Satisfied he's offered some protection, Geim turns, lifts his hammer above his head and swings down hard on the Great Ulfe.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20

Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Geim's hammer lands squarely on the Great Ulfe's shoulder. You hear crunching noises. He yells, "Dwarven treasures can be yours! Call off the attack and we can--" Blood fills his mouth and he sputters and stops. His eyes are still open but he's not looking so good.


Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14

Olek runs across the room positioning himself with a clear view of the hallway. He shouts,

"The Great Ulfe has been defeated! Leave this place now and spare your lives!"

He thrusts his staff forward and a bolt of bright blue lightning forks out from the end targeting the first wolf.

Casting witch bolt using a level 2 slot to increase initial damage. Also using my DM inspiration to gain advantage

witchbolt to hit: 1d20 + 5 ⇒ (1) + 5 = 6
adv: 1d20 + 5 ⇒ (1) + 5 = 6

You've got to be kidding me...


Dirt Wizard/Geomancer (AC 17, PP 15)

Jorlitharr looks to Ulfe and to the hallway, he lets out an pained groan, dismissing the giant hand, the rubble and dirt crashes down onto the sticky, bloody Ulfe in a dust cloud.

He spins around reaching into his robe before thrusting shards of obsidian through the stone floor, the hallway and walls are immediately covered in razor sharp glassy obsidian stones at the moment Jorlitharr lifts his hand as he marches his bloody body towards the open door. He looks over his shoulder to Oleksandr.

"Don't worry. They won't get through." before turning back to the Wolves.


male Mountain Dwarf Fighter 4

Thravum's spear is rising and falling rhythmically, each thrust punctuated with a chuckle. As he looks back over his shoulder to call to Jorlitharr, his teeth gleam in a wide blood spattered smile.

"Heh. You better save me some wolfses over there Dusty! Heh."

attack: 1d20 + 7 ⇒ (16) + 7 = 232d6 + 5 ⇒ (3, 4) + 5 = 12

advantage: 1d20 + 7 ⇒ (4) + 7 = 112d6 + 5 ⇒ (4, 1) + 5 = 10


The Great Ulfe raises his hands and brushes the grime out of his face. "You'll never find Durgeddin's horde," he mutters. "You are not worthy."

With that, a great gasp escapes his small mouth and he is still.


Male Half-Elf Level 4 Bard (AC 13; Spell DC 15)

"I have an idea!"

Olias moves into a position to better see the incoming threat from the doors. He notices the first wolf and casts Phantasmal Force to summon an illusory bear to attack the wolf. The bear will wait just in front of the doors, as if taunting the first wolf. If the wolf approaches, the bear will attack as soon as the wolf tries to get through the door. The wolf, being engaged with the bear, will block the entrance to the room.

The first wolf must make an Intelligence save. If he fails and still tries to get through, he will take 1d6 of psychic damage.


Wolfie 1 Int save: 1d20 - 4 ⇒ (4) - 4 = 0

Psychic damage: 1d6 ⇒ 2


Male Half-Elf Level 4 Bard (AC 13; Spell DC 15)

Olias moves out of the doorway to avoid the line of vision of the orcs.


Male Half-Elf Level 4 Bard (AC 13; Spell DC 15)

Olias sings to pysch up Jorlitharr (as a bonus action). It sounds like this, but it's unclear how his mouth made the guitar sounds.

Jorlitharr can use a d6 to raise his attack, saving throw, or ability check within the next 10 minutes.


Grushnak stares at his former leader. “The Great Small Ulfe is dead. Many orcs will be mad. Grushnak and friends still in danger. Grushnak the brave must destroy evil fire necklace.” He reaches out towards the dead ogre and grasps his necklace with the red gem glowing in the blaze of the fire. He pulls.

Strength check to break the chain: 1d20 + 3 ⇒ (2) + 3 = 5

He wraps the chain around his hand more and pulls again.

Strength check: 1d20 + 3 ⇒ (14) + 3 = 17

The necklace breaks and dangles in Grushnak’s hand. Suddenly, the red gem starts to actually glow a bright white. It gets brighter and brighter, almost blindingly bright. Grushnak stares and then seems to snap to his senses. “Uh oh!” he cries.

Dex check to throw the necklace down: 1d20 + 1 ⇒ (3) + 1 = 4

Instead of falling back down to the Ulfe's body, the necklace with the gem now shining like a torch sails across the room towards the wall next to the mirror. The instant it touches the stone, it explodes in a flash of brilliant red and white light and a huge BOOM! You hear the sound of crumbling rock and suddenly a massive portion of the wall falls away into darkness. Grushnak looks shocked and is unmoving, as if processing everything that has just happened.


The first wolf running towards you stops as it reaches the doorway. It seems hesitant to get closer to the bear it sees before it, and its paws are being shredded by something sharp as it walks. It makes growling noises as it hesitates.

Spike Stones damage: 6d4 ⇒ (3, 3, 2, 3, 3, 2) = 16
Empowered reroll: 3d4 ⇒ (3, 4, 1) = 8 for 17 total damage

The wolf behind it slows and stops as it can't easily get around. Its paws are also shredded and bleeding from the sharp ground.

Spike Stones damage: 4d4 ⇒ (2, 1, 4, 1) = 8

This wolf pushes past the wolf who stopped at the door. It wants to get out of the spikey stones and doesn't see the bear apparition. It does see a tasty looking dirty dwarf within chomping distance. It wedges its body in the doorway and snaps its jaws at Jorlitharr.

Attack roll: 1d20 + 5 ⇒ (17) + 5 = 22
Damage from bite: 1d6 + 3 ⇒ (3) + 3 = 6


Dirt Wizard/Geomancer (AC 17, PP 15)

Jorlitharr let's out a grunt and wince as the massive Jaws sink into him.

"... Back up Olek..."


The orcs halt,seeing the stones spike up from the floor and the wolves' pain from running on the floor. They mutter to each other. Orc 2 drops his javelin and draws a bow. He isn't able to see very well due to the wolves and shut left door, but he aims at the one enemy he can see: Jorlitharr.

Jorlitharr has 3/4 cover. The orc will have disadvantage to hit and J has +5 to his armor class.

Shooting Jorlitharr: 1d20 + 2 ⇒ (11) + 2 = 13
Shooting Jorlitharr disadvantage: 1d20 + 2 ⇒ (12) + 2 = 14

Both arrows stick in the shut wooden door.


Seeing that the situation at the door seems contained, Geim rushes to the new opening behind where the mirror was just shattered and peers into the hall. You see his warhammer start to glow white as with magical energy as he heads toward the opening.

"There may be danger coming this way or possibly an escape route."

He also hopes in the back of his mind that there may be something of more value back here...

Channel Divinity: Sacred Weapon. Make a weapon magical, with a +1 attack bonus and magical light (20ft./20ft.). (Lasts 1 min)


You see a stretch of low, flat stone stairs descending down into more Depths. You can see sixty feet the your vision fails. You guess that there are still more stairs beyond that. No sign of other orcs or creatures on the stairs.

As you wave your magical light you don't see anything of value flickering.


Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14

Oleksandr points his wand at the ground below the wolves and the floor becomes covered in a slippery residue. He then runs around to the other side of the table.

Grease, the regular kind, marked on the map with the double cell borders. DC 13 Dex save for both wolves or they fall prone

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