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 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 rushes forward and attempts to help put the troll down for good.

Bless Bonus: 1d4 ⇒ 4
Scimitar 1: 1d20 + 5 ⇒ (14) + 5 = 19
Advantage: 1d20 + 5 ⇒ (15) + 5 = 20
=Attack roll of 24
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Bless Bonus: 1d4 ⇒ 4
Scimitar 2: 1d20 + 5 ⇒ (9) + 5 = 14
Advantage: 1d20 + 5 ⇒ (20) + 5 = 25
=Attack roll of 29
Damage: 1d6 ⇒ 2
Critical: 1d6 ⇒ 5

11 damage total.


That's already enough.

Piling on the weakened and damaged troll, you managed to bring it down permanently. The body slightly smolders where Glyph's magic still burns without damaging the monster's dirty rags covering its loins, leaving the area smelling just... awful.


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

Alrighty then. I could certainly use a short rest before assailing that ruined moathouse. Can we find a place to put our feet up?


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

Are there some boulders to hide behind or something nearby?
I think I could use a rest as well.


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

"Agreed. This has been...Taxing."


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

"Very true..now who is hurt so I can get you fixed up a bit before I turn in for the night!"


You would have to look around, a Wisdom check.


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 begins examining the area for a place to rest.

Wisdom Perception: 1d20 + 2 ⇒ (6) + 2 = 8


Anyone want to help him out with that?


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 helps search.

Taking the help action for Glyph to give him advantage.

Glyph's Advantage: 1d20 + 2 ⇒ (7) + 2 = 9


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 |

"Whats wrong guys, I feel fine, perhaps you should eat less meat and more nuts and berries like me. I really didn't want to say anything but you are worn out and well ... anyway I'll help you look," Dink advises.

Wis. Perception: 1d20 + 3 ⇒ (16) + 3 = 19

"If I were tired I lay don and relax in place like that," he says pointing off in a thicket.


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

Is this a short rest (1 Hour), or a long rest (8 hours)


Glyph and Tis'kaliss walk off a dozen or so feet off the trail and find that there isn't any good spot to camp, and after twenty minute or so return with news that the party will be spotted pretty easily from anywhere up in the slopes.

In the meantime, Dinkerdink gives a quick look around and sees something a little unexpected. The troll has a bloodied belt pouch typical of a smaller person. Inside are three unpolished citrine stones, well polished tiger eye, a small gold bracelet, two gold pieces, and 14 silver pieces. Looking around a bit he finds some half eaten human bodies outside of a small smelly cavern that is nearly invisible unless you are standing directly over it.


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 showing his allies the coin purse he found Dinkerdink points out the carefully hidden cave, "Hey look what I found. It's not a place to rest, at least not for people like us, but it is a troll hole."


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

"Dink, any place is a place to rest if you need it. This is a place where we can't be seen. So, that means, it is a place for us to rest."


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

"Better a troll hole than a whole troll!" Arda exclaims, quiet pleased with herself, pointing at the partially burned headless body.

"*ahem* Uh... Anyway! I can offer up some healing, too if anyone needs more than what Grimmer's got. Tisk, you are looking pretty bad."


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

"Nothing a bit of a rest wont fix" Tis'kaliss says cheerfully, before falling on the ground. A faint whistling noise of his face smashed up against his mask emanates.

Taking a short rest.

Hit dice #1: 1d10 + 2 ⇒ (8) + 2 = 10
Hit dice #2: 1d10 + 2 ⇒ (8) + 2 = 10
Regain 20 hit points.


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 could use a little healing, Dink or Arda, before the rest.

Ok then, I assume this is a short rest, which is good by me.


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

I could use a little healing, Dink or Arda, before the rest.

Ok then, I assume this is a short rest, which is good by me.

Cure Wounds 2: 2d8 + 2 ⇒ (5, 5) + 2 = 12


Settling in, Tis'kaliss sees some half-smashed boxes dropped haphazardly into the back of the troll lair.


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

Crawls into the cave and lounges going over the journey notes and reviewing the spell book.

Glyph rests and uses Arcane Recovery to regain 2 1st level slots

Glyph muses to himself,
So we found loot, I wonder what this Troll occupied himself with? Death? Collecting?


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

Watching Marcus ask Arda or Dink to heal him, Grimm mutters to himself.
"What, Moridan is good enough ta bless ya, but not ta heal ya?"


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

Watching Marcus ask Arda or Dink to heal him, Grimm mutters to himself.

"What, Moridan is good enough ta bless ya, but not ta heal ya?"

"It was just a few scratches, so it's probably best to save Moradin for when we REALLY need help."

Arda leans over and whispers to Grimm, "Maybe that troll hit him kinda hard in the head. Best let him rest. And I didn't mean to question your - " and she quickly catches herself and adds, " - or Moradin's abilities or get in your way. Peace?"


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

LOL! OOPS - Wrong PC!

Aye, my friend. I am not sure what got into me. I meant to address you and the healing powers of Moradin, as I have benefited from on so many occasions. I apologize, Grimm.


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 reaches out, and opens the boxes, looking to see what's inside.


In the junk pile, Tis'kaliss finds:

  • 2 carved ivory statuettes
  • 2 boxes of animal figurines carved from turquise and jade
  • 2 spoiled but finely crafted tapestries
  • 2 silk robes with gold embroidery
  • 3 potions
  • A locked chest about the size of a breadbox


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

Grimm still looks somewhat grumpy, but as both Arda and Marcus speak to him, his anger subsides and he becomes almost bashful.

"Well its not me, ya see, but a slight ta Moridan that I was upset about. Not trying to hog all the healing ability, mind you, just when offered I would not expect ta be turned away is all...and no offense ta yer nature spirits Arda. Ya are a good healer and protector as well! Bah...enough of all this...lets go see what Tis has found over 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 looks up from his reading

What's been found?


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

"Stuff that is most definitely not made by a troll." Tis'kaliss says, staring at the money. "Trolls don't make silk robes, do they?"


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

But those who don't make often steal from those who can. It appears we have a troll who was a collector. Let me take a look at those potions.

Glyph casts identify as a ritual over the potions


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

For those of you not old enough to know what a breadbox is, think large toaster oven...lol.


Glyph discovers these potions are: 1 potion of greater healing (as potion of healing, but heals 4d4+4 hit points), 1 elixir of health (when used cures any disease and removes the blinded, deafened, paralyzed, and poisoned conditions), and 1 potion of heroism (when used grants 10 temporary hit points for one hour, and during the duration you are under the effect of a bless spell).

Arda recognizes the dirtied tapestries, but is not sure from where...


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

These potions will aid our adventure greatly. Are any of you locksmiths? I am curious what is in that chest.


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

"Well I could take my hammer to it, but I do not think that would bode well for whatever was in there!" the priest jokes.


Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14
Glyph Harny wrote:
These potions will aid our adventure greatly. Are any of you locksmiths? I am curious what is in that chest.

Arda looks up from studying the tapestries.

"I'm no locksmith, but growing up sometimes food was on the other side of a locked door... and I suppose belonged to someone else," Arda says with a shrug.

She sets the tapestries down and rummages around in her backpack. "If any of you prefer to try, be my guest! Otherwise, I will be just a minute..." First she pulls out an old shoe, then several dead beetles (popping one in her mouth as a snack since we have been traveling a while), and finally gets out an assorted handful of bent prongs and metal sticks.

Arda pushes the lockpicks in and starts working on the lock. "Been a while, and this isn't a door... but... maybe... erg... almost..."

Open lock: 1d20 + 4 ⇒ (16) + 4 = 20


Arda quickly feels the lock give as she works the tools, and the lid springs slightly ajar. Swinging the lid open she hears a soft *click* as a wire connecting the lid to the base is pulled.

A dart shoots from inside the chest.

Trap!: 1d20 + 6 ⇒ (10) + 6 = 16

The darts sinks into her shoulder with a sharp pain.

Dart: 1d4 ⇒ 2 piercing damage

The wound immediately begins to go numb with burning pain.

Arda Constitution Save: 1d20 + 2 ⇒ (12) + 2 = 14
Poison!: 2d10 ⇒ (2, 3) = 5 poison damage

Inside there is a bronze crown, a silver necklace with a blue gemstone, and a pointed charm with a feather tied to it with green leather.


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

"Gods and damnation!"

Arda pulls the dart out and winces at her shoulder.

"At least folks back home were trusting enough not to put poison traps on their doors! Have to remember that next time. At least there's some shiny pretties in there."

She gestures to her wound and tries to force a smile, "Grimmhammer, sir, do ya think your god would mind helping now?"


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

Indeed he shall, but you might have to wait for me to treat the poison...I did not foresee the need and did not ask Moradin for such powers."

Cure wounds: 1d8 + 5 ⇒ (8) + 5 = 13

Unless I can swap a 2nd level spell for Protection from Poison, will have to wait until we rest.


She doesn't have the poisoned condition, just took poison damage.


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 |

"Arda just soak your hand in some cold water it should make the stinging go away. I stuck my hand in a bee hive once and cold wader helped with the pain ans swelling," Dink advises sagely.


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

Arda thank you for opening that chest. I'm sorry my suggestion caused you injury.

These artifacts appear to be interesting.

Glyph opens his spellbook and begins to chant.

Glyph casts detect magic as a ritual over the items found. Are any of the items magic? Also when that is done Glyph will be looking for any historical information about the items (if any can be given).

Intelligence: 1d20 + 5 ⇒ (16) + 5 = 21


Glyph figure out only the charm is magical: one a feather token modeled after Quaal's original design. This particular design appears to be able to transform itself into a large bird if you throw it into the air while speaking the command word, which you find scrawled on the charm in draconic.

The others seem to be valuables meant for a specific person - a noble or other member of the aristocracy. Judging by the size it's meant for a small race or for a child.


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 a feather token, interesting magic.

Have we had enough rest to continue toward what we think could be the moathouse?


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

"Yes, lets continue onwards to deal with those bandits."


A scrub of thorns, thistles, weeds, and shrubs grows thickly along the edge of the track which leads to the ruins. Even the track is mostly overgrown and cluttered with fallen branches and trees. Here and there it is washed out, in other places a mire.

Some game evidently still follows the pathway, however, for after a mile or so faint traces can be seen. But even considering this, going is slow, and it takes over an hour to reach the place on horseback, or two to trudge along on foot. Considerable hacking and clearing is necessary to make the way passable, so double the time required for the first trip. After two miles, as the track turns more northerly, the land begins to sink and become boggy. Tall marsh plants grow thickly where cattails and tamaracks do not. Off to the left can be seen the jagged silhouette of the moathouse.

A side path, banked high to cross over the wetland to either side, just north to the entrance of the ruin. The track here is only about 15 feet wide or so, with crumbling embankments making travel near the edge dangerous. The bogs stink. The vegetation appears dense and prolific, but somehow sickly and unhealthy, creepers and vines throwing their strangling loops over the skeletons of dead saplings and living bushes alike. The rushes and cattails rustle and bend even to a slight zephyr, and weird birdcalls, croakings, and other unwholesome sounds come faintly across the fen.

***MAP***

The party is at the edge of the bottom of the map on the path fork on the left. The squares are not super easy to see, but they are 10ft squares.


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

Grimm moves forward to the edge of the draw bridge and examines the timbers for weakness before the group attempts to cross the fetid moat.


Grimm walks close to the murky, unmoving water pooled around the building with everyone else...

???: 1d20 + 1 ⇒ (3) + 1 = 4

There is a bubbling on the water surface that is the only warning before 6 large bullfrogs the size of horses leap from just below the surface out onto the path.

Turn Order:
Tis'kaliss Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Grimm Initiative: 1d20 ⇒ 8
Marcus Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Dinkerdink Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Ragnaganon Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Arda Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Glyph Initiative: 1d20 + 2 ⇒ (9) + 2 = 11

Giant Frog Initiative: 1d20 + 1 ⇒ (17) + 1 = 18

Turn Order:

  • Tis'kaliss
  • Arda
  • Dinkerdink
  • Marcus
  • Giant Frogs
  • Everyone else

Tis'kaliss, Arda, Dinkerdink, and Marcus 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 know we are moving forward, but was that a short or long rest? No one answered me, and I need to know whether to use HD, or not.


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 throws his ax a one of the Frogs, "Shoo Frogie!" After the throw the ax magically returns to his hands.

Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


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:
I know we are moving forward, but was that a short or long rest? No one answered me, and I need to know whether to use HD, or not.

I'm going to assume a long rest, because somebody suggested it and nobody contradicted them.

Tis'kaliss jumps forward, and flicks out his scimitars at one of the frogs.

Scimitar 1: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Scimitar 2: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 ⇒ 5

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