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.


2,151 to 2,200 of 2,414 << first < prev | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | next > last >>

Dex save: 1d20 ⇒ 4
Disadvantage roll: 1d20 ⇒ 8

The stone smashes into the dragon's jaw. It howls.


male Mountain Dwarf Fighter 4

“Elf breath”

Attack w/advantage: 1d20 + 11 ⇒ (12) + 11 = 231d12 + 9 ⇒ (3) + 9 = 12

Attack w/advantage: 1d20 + 11 ⇒ (16) + 11 = 271d12 + 9 ⇒ (12) + 9 = 21


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

I'm not sure if I'm allowed to do this, but I'll try and delete if I have to wait until my turn. Olias confronts the dragon, "Dragon! You will soon die, but we may be willing to spare you if you turn towards a life of virtue. Can you assure us that you will devote the remainder of your days to helping those in need? Otherwise, your life will end here."

intimidation: 1d20 + 7 ⇒ (14) + 7 = 21


1 person marked this as a favorite.
Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14

Oleksandr curses under his breath as his first chromatic orb misses the dragon. He tries again, with a bigger, better, badder chromatic orb.

chromatic orb lev2 to hit: 1d20 + 6 ⇒ (2) + 6 = 8
adv: 1d20 + 6 ⇒ (13) + 6 = 19
cold damage if hit: 4d8 ⇒ (6, 2, 5, 7) = 20


Thravum's axe cuts through the side of the dragon's neck.

Crimsonwing hears Olias' call. You can tell that it heard you as it looks directly at you. It seems unphased.

A huge colorful orb flies into the side of the dragon's head, bursting in a spray of glittering rainbows. The dragon growls and shakes its head.


Dirt Wizard/Geomancer (AC 17, PP 15)

The tiny flying Dust Elementals send out a cloudy tendril of dust that snakes it's way up the dragons nostrils.

All 8 are casting "Sleep: They can do this once a day.

Sleep Spell:

First Sleep Spell Attempt: 5d8 ⇒ (7, 4, 8, 8, 4) = 31
Second Sleep Spell Attempt: 5d8 ⇒ (8, 5, 3, 6, 5) = 27
Third Sleep Spell Attempt: 5d8 ⇒ (6, 2, 6, 5, 4) = 23
Fourth Sleep Spell Attempt: 5d8 ⇒ (2, 1, 4, 6, 8) = 21
Fifth Sleep Spell Attempt: 5d8 ⇒ (5, 3, 1, 3, 8) = 20
Sixth Sleep Spell Attempt: 5d8 ⇒ (3, 2, 2, 8, 3) = 18
Seventh Sleep Spell Attempt: 5d8 ⇒ (3, 4, 2, 4, 2) = 15
Eighth Sleep Spell Attempt: 5d8 ⇒ (6, 5, 2, 1, 4) = 18

If the Dragon has 31 or fewer hitpoints it falls asleep for 1 minute

The four dust elementals that were summoned by the original four crumble to dust.


The dragon sneezes, bits of charred boogers and puffs of flame spraying out. It looks very much awake.

It grabs the grappling hook Dex check to remove the hook without damage: 1d20 ⇒ 5 It fumbles with the hook and rips it out with a clawed hand, blood streaming from its mouth.

The dragon glares at each and every one of you. It opens its toothy mouth and yells in a scratchy hiss, "Rrrathaak tuloot!"

Then suddenly, it dives under the water in a big splash. It is glowing with an eerie green fairy light and you see it swim under the water towards the eastern wall. Half of its bulk disappears, seemingly into the wall.


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

The mud mephits take to the air and (dashing) hover by the wall on either side of the green aura.


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

Olias gets as close as he can to the water and hurls a string of insults at the dragon, hoping to prompt it to return.

"Hey, you ugly, scaley coward of a dragon! Running away from the four of us? No longer will anyone fear the likes of you, one who could not even kill us, measly mortals. I will write songs the spread word of your cowardice across the land. 'Crimsonwing the Coward! Crimsonwing the Coward!' they will all cry!"

Vicious Mockery: 1d4 ⇒ 4

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.


Dirt Wizard/Geomancer (AC 17, PP 15)

Jorlitharr licks his thumb. It glows with and intense ivory light. He slicks his eyebrows with his glowing thumb, wiping off the luminescence onto his brow. Casts Resistance the dust elementals fall motionless into the water.

"Here goes nothing."

He runs and leaps into the water behind the dragon.


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

"Jorl!" Olias screams after his dusty friend.


male Mountain Dwarf Fighter 4

Thravum watches Dusty disappear beneath the water with a great look of puzzlement.

He stands in stunned silence.


male Mountain Dwarf Fighter 4

"........."

"....Daft...."

"........."


male Mountain Dwarf Fighter 4

In a quick motion Thravum slings his Axe across his back. As he leaps into the water he clutches a dagger in his fist.


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

*Splash*

"What?"

*Splash*

"Merlin's beard..."

Olek sprints across the bridge and turns the corner. He continues to make his way closer to the dragon and his two wet dwarf friends. Mid run after one of his steps he vanishes in a plume of fog and reappears on the corner of the floor closest to the dragon.

Move plus misty step bonus action

He pulls a goblet out of a pouch worn on his belt. He reads an incantation engraved on the side in a strange script. He looks inside of it, hesitates, and begins chugging down the contents as fast as he can. A red liquid drips down the sides of his beard. He chokes and gags a few times then wipes his mouth with the back of his robe and points at the dragon.

He speaks in a hoarse voice, "I don't think you want to swim that way..."

The mud mephits begin to crumple then distinigrate into thin air.

Phantasmal Killer:

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

My spell DC is 14 but I'm not sure if cast from the goblet if it is different


Oleksandr Blackwind wrote:


He pulls a goblet out of a pouch worn on his belt. He reads an incantation engraved on the side in a strange script. He looks inside of it, hesitates, and begins chugging down the contents as fast as he can. A red liquid drips down the sides of his beard. He chokes and gags a few times then wipes his mouth with the back of his robe and points at the dragon.

He speaks in a hoarse voice, "I don't think you want to swim that way..."

The red liquid is pungent and tangy in your mouth. This is unmistakably animal blood. But what animal.....?


Wisdom Save: 1d20 ⇒ 8

The dragon's tail suddenly shudders violently back and forth. A large exhale of warm bubbles explode from its mouth.

Frightened condition:
A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

The dragon swims quickly forward, disappearing from sight of those still standing on the flagstones. Those swimming see the glowing bulk of the dragon swim forward about forty feet and rise to the surface of the water, sticking its head out. It climbs out of the water and those underwater don't cannot see a trace of it anymore.

Wisdom Save for psychic damage: 1d20 ⇒ 8
Disadvantage: 1d20 ⇒ 19

Psychic damage: 4d10 ⇒ (8, 2, 10, 1) = 21


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

Olias thinks about his next move, and he asks his companions to reconsider swimming after the dragon. "Friends, I feel we are making ourselves more vulnerable if we follow it. Chances are, it is leading us to a trap. There are only a few places where the dragon could have gone, right? Perhaps we should check the door the north or the flooded room to the south. What do you think?"

Olias will wait for their response before deciding on jumping into the pool with them.


Dirt Wizard/Geomancer (AC 17, PP 15)

Jorlitharr crashes into the water and swims under the wall.


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

"All right then..." Olias dashes towards the room to the south to see if the dragon surfaces there.


Olias Anaran wrote:
"All right then..." Olias dashes towards the room to the south to see if the dragon surfaces there.

The room is completely dark. If you stand in the doorway and peer in, you can see the entire room. It is shaped like a rectangle, with the doorway in the north-western wall.

You can't quite tell how deep the water is. You see several steps at your feet leading downwards into the water. You notice a very dank, stagnant smell. You can see veins of mithril glittering on the further wall, the veins disappearing under the murky water.

You remember that when Myra flew through the room she didn't see any noticeable exits.


Jorlitharr wrote:
Jorlitharr crashes into the water and swims under the wall.

Sent you a message for an update.


Wisdom save for PK: 1d20 ⇒ 4
Advantage from being in lair: 1d20 ⇒ 5

Damage: 4d10 ⇒ (7, 5, 1, 2) = 15

6 seconds later.......

Wisdom save for PK: 1d20 ⇒ 5
Advantage from being in lair: 1d20 ⇒ 17

Phantasmal Killer ends.


Dirt Wizard/Geomancer (AC 17, PP 15)

Jorlitharr gives a knowing glance at Thravum.


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

Olias looks around for a large stone and (assuming he finds one) throws it into the water to test how deep it is.


male Mountain Dwarf Fighter 4
Jorlitharr wrote:


Jorlitharr gives a knowing glance at Thravum.

Thravum gives a knowing glance back. You're not confident that he actually knows anything.

He appears to be readying to swim through the tunnel after the dragon.


Raven familiar/Celestial

Before Jorlitharr ducks into the tunnel Myra lands a bit ungracefully on his head.

"Gems please. Trying the door."


Dirt Wizard/Geomancer (AC 17, PP 15)
Thravum Grimrock wrote:
Jorlitharr wrote:


Jorlitharr gives a knowing glance at Thravum.

Thravum gives a knowing glance back. You're not confident that he actually knows anything.

He appears to be readying to swim through the tunnel after the dragon.

Jorlitharr swims back to Thravum. "The dragon thinks it got away but I think it's trapped. It's sleeping maybe, up high.


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

"God speed friends and be careful. I'm going to see if there's an alternate path to the lair. I'll take your way if it is a dead end."

Olek is a little distressed with the group this separated. He sends Myra to keep an eye on Olias in case he gets into a jam (and so Myra can let Olias know in case Olek does).

He fits the gems into the holes on the door. Topaz, diamond, sapphire, ruby.


Olias Anaran wrote:
Olias looks around for a large stone and (assuming he finds one) throws it into the water to test how deep it is.

You find a significantly large rock.

When you throw it in the water, you see the water splash a sickly dark green and smell a rotten stench. You don't see the bottom when the rock goes in, so you are still unsure how deep this water is.


Oleksandr Blackwind wrote:

"God speed friends and be careful. I'm going to see if there's an alternate path to the lair. I'll take your way if it is a dead end."

Olek is a little distressed with the group this separated. He sends Myra to keep an eye on Olias in case he gets into a jam (and so Myra can let Olias know in case Olek does).

He fits the gems into the holes on the door. Topaz, diamond, sapphire, ruby.

As soon as all four gems are fitted, the double doors glow with a brilliant white light. The light moves into the carven letters, illuminating the runes.

Suddenly the light goes out and a three foot tall hourglass appears, floating above Olek's head. The top globe is full of white sand and is slowly trickling down into the empty bottom globe. A rune is engraven in silver on the top globe.

Roll for initiative.


Dirt Wizard/Geomancer (AC 17, PP 15)

Initiative: 1d20 + 0 ⇒ (8) + 0 = 8


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

"Oh..."
intitiative: 1d20 + 4 ⇒ (5) + 4 = 9


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

Olias, not liking that he's in the stink room alone with deep water, turns back to join Olek. Seeing the hourglass above his head, he's stunned. "Olly. What...?"

initiative: 1d20 + 2 ⇒ (14) + 2 = 16


male Mountain Dwarf Fighter 4

initiative: 1d20 + 1 ⇒ (16) + 1 = 17


The white sand trickles down in the giant hourglass.

Initiative order:

Thravum
Olias
Oleksandr
Jorlitharr

You may do your total movement + action or action + action.


male Mountain Dwarf Fighter 4

Thravum kicks back towards the edge of the water and drags himself out of the pool.

Looking around, he glances towards Olek and shakes his head.

He mutters something unintelligible and trudges in that direction.


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

Olias moves closer to Olek. He doesn't like the look of the hourglass. "Don't move, Olly!" he says, as he shoots a bolt at the hourglass.

hit: 1d20 + 4 ⇒ (16) + 4 = 20
hit: 1d8 + 2 ⇒ (8) + 2 = 10


The bolt goes right through the hourglass and wedges itself in the door.

Anyone who can see the hourglass can make an Intelligence or Knowledge Arcana check.


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

knowledge aracana: 1d20 + 8 ⇒ (12) + 8 = 20


Oleksandr Blackwind wrote:
[dice=knowledge aracana]1d20+8

What Olek knows:
Programmed Illusion

You create an Illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The Illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the Illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the Illusion springs into existence and performs in the manner you described. Once the Illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the Illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible Conditions that occur within 30 feet of the area. For example, you could create an Illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the Illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an Illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.


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

Olek tries to open the door.


Oleksandr Blackwind wrote:
Olek tries to open the door.

You don't see any obvious handles. You place your palms on the wood and push.

The double doors swing open in front of you, easier than you'd guess doors of this height and bulk would typically move. You barely had to push to open them completely.

The room beyond is vast. You see smooth stone floor reaching out in front of you for fifteen feet or so, then the floor drops off into a deep dark chasm whose other side you can't see due to the deep darkness of the room. The chasm lines up the with walls on either side of the room. The ceiling is high above, with thick, dripping stalactites.

The hourglass disappears.

You are out of initiative.


Dirt Wizard/Geomancer (AC 17, PP 15)

Jorlitharr will swim back to the group .

"The lair's through there, the dragon doesn't realize I followed it. It looks to be resting among a great deal of treasure."

Jorlitharr will see the open door, the chasm etc and try to remove the gems from the door.


Jorlitharr works to get the gems out of the door. All of them are stuck very tightly in the door except for the topaz. The brown gem wiggles free, and as you hold it in your hand a voice booms out in Dwarven:

"The thick repository of all that is
- volcanoes spew me, earthquakes chew me
Always beneath I exist."

The gem begins to glitter with an inner light, and a beam of tan-hued light shines through the room and across the chasm. The beam hits something at the far end of that room, causing a sudden bright glitter of something shiny across the gaping depths.


Raven familiar/Celestial

Myra attempts to circle the room a few times and get a good look at the shiny object.


Myra flies over the chasm of the room. She sees a stone door at the further end, and set into the doorjamb above it is a short shelf. A small, round vial made of shiny glass sits on the shelf with a mithral stopper at the top. She can see it filled halfway with blueish liquid, glowing with an inner silver light.

Myra also sees that there is no way to reach the door. She guesses that the length from the ledge where Olek is standing to the door is about forty feet. The chasm is so deep she cannot see the bottom. The stalactites cover the ceiling of this room, some of them several feet long.


(https://goo.gl/images/7BvqBR for the vial)


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

"Hmm, this is curious but we probably shouldn't give that dragon time to rest. Perhaps we should return to pursuit. How deep of a breath will we need to get through that tunnel?"

As he speaks he pries at the blue gem inquisitively, trying to see if it can be removed.


Dirt Wizard/Geomancer (AC 17, PP 15)
Oleksandr Blackwind wrote:

"Hmm, this is curious but we probably shouldn't give that dragon time to rest. Perhaps we should return to pursuit. How deep of a breath will we need to get through that tunnel?"

As he speaks he pries at the blue gem inquisitively, trying to see if it can be removed.

Not long of a breath.

Though I might be able to get her to chase me

2,151 to 2,200 of 2,414 << first < prev | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Haven's Cross Introduction All Messageboards

Want to post a reply? Sign in.