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 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

After allowing time for mourning. Glyph attempts to get the party moving forward.
Unless we want to take more of a look around the moathouse I think we should cross this bridge. The bridge is pretty weak so we should cross it one at a time to prevent it from collapsing.

wisdom(perception): 1d20 + 2 ⇒ (12) + 2 = 14
What can Glyph tell lies beyond the bridge?


You'll have to cross to see more. The map shows the visible area.


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

Finishing his devotions, Grimm gets up from the bank of the bog and gathers the small items used to usher the soul of one of the dwarven folk into the afterlife.

"He was a good fella. Fine and strong and we will miss him, but he now resides with Moradin. Now then, lets take care of this moathouse!"


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 think we are ready to go. We should be wary of the this rickety bridge and go across one at a time.

Glyph slowly crosses the bridge stopping just on the other side.

Glyph being the light gnome that he is I'm assuming can make it across on his own. He is paying attention to the creaks and crackling of the bridge attempting determine if the heaviest members of the party could cross safely by themselves.


One door to the gate is hanging open on one great hinge, the other is splintered and holed but still in position, wedged and shored closed from the inside with rough splints.

Glyph still keeping a wary eye from before stands close to cover as he just enters the courtyard for a better view. He sees foot prints in the dust and muck walking from the gate towards the stairs to the north and east.

The tower to the west is collapsed, but there is a closed door leading to it's interior facing the courtyard. There are 3 windows to the north, and 3 to the east. Two windows face the steps leading away from the north east courtyard into the structure. There are rotting chunks of wood, scraps of leather, and broken rusted metal littering this area. All signs of a battle long past. The grand doors to the main building are ajar, revealing darkness beyond the two foot wide opening.

???: 1d20 ⇒ 17
???: 1d20 ⇒ 18

***Updated Map***

The bridge seems sturdy enough for people, what do you do?


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

Grimm walks across the bridge, keeping a wary eye towards the windows as he goes.


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

Assuming Grimm makes it across fine and no one else needs to go next. If he is attacked, she does pretty much the same thing just more urgently. :)

Arda readies her sling and waits for Grimm to get across.She then follows him, aiming to go to the far side of the left door (away from the foot prints), keeping her back to wall and watching the open windows.


The distant sound of animals are clearly heard in the courtyard, there is no sign of life in the moathouse.


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 waits for his turn to cross the bridge and takes a position next to Arda.


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 follows the others across, rapier drawn and shield at hand.


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 unsure of the inclinations of the party says,
Should we investigate this crumbled tower or the courtyard first?


???: 1d20 ⇒ 18
???: 1d6 ⇒ 4

Arda is the first to notice the soft sound of squeaking and scratching coming from the tower to the south and west of the courtyard.


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

[dice=???]1d20

[dice=???]1d6

Arda is the first to notice the soft sound of squeaking and scratching coming from the tower to the south and west of the courtyard.

(whisper)"You hear that? There's something moving in the tower. I was worried about someone shooting us in the back from those windows, but I think that decides it - I say tower first!"


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

Yes, come, let's have a look, eh?


Who opens the door?


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

"Lets see who inhabits this ruin!"

Grimm will step forward and slowly open the door, letting the others look inside and ready to slam it closed again if necessary!


Grimm sees rubble and collapsed furniture in this room filed with dim light. The walls of the tower extend upward out of sight and there is still a rotting staircase spiraling upward from the floor - though the first few feet have been destroyed.


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 Grimm into the tower

Can we not see the ceiling?

Lets see if we can climb up to the bottom of the stairs.


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 nods his head in agreement at Glyphs suggestion and offers, "Someone give me a boost. I'm the lightest so it should be safe."

Athletics: 1d20 + 2 ⇒ (16) + 2 = 18


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 do not believe we are using skills.
@Hiiamtom: What ability check do you need here? Dex or Str?


A check is not even needed, it's climbing/parkouring a short distance.

Glyph walks into the tower looking up to see something covering the opening in the tower's roof. As his eyes adjust to the lack of light it looks like a net.

As the realization dawns on Glyph, Dinkerdink begins climbing the damaged stairs only to be targeted with an attack!

White Goop?: 1d20 + 5 ⇒ (18) + 5 = 23, Advantage: 1d20 + 5 ⇒ (15) + 5 = 20
Recharge: 1d6 ⇒ 3

Dinkerdink is covered in the webbing of a giant spider. He is pinned by the sticky subtstance to the wall opoosite the door of the tower as a giant spider climbs down from above the door and clacks its fangs together. Dinkerdink is restrained: your speed is 0, attack rolls against you have advantage, you have disadvantage on attack rolls, and you have disadvantage on Dexterity saving throws. Dinkerdink may try to break free by attacked or using a Strength check as an action, and anyone else can attack the webbing to try and free him.

Turn Order:
Tis'kaliss Dexterity Check: 1d20 + 5 ⇒ (17) + 5 = 22
Grimm Dexterity Check: 1d20 ⇒ 15
Marcus Dexterity Check: 1d20 + 5 ⇒ (11) + 5 = 16
Dinkerdink Dexterity Check: 1d20 + 4 ⇒ (11) + 4 = 15
Tis'kaliss Dexterity Check: 1d20 + 4 ⇒ (14) + 4 = 18
Tis'kaliss Dexterity Check: 1d20 + 2 ⇒ (7) + 2 = 9

Giant Spider Initiative: 1d20 + 5 ⇒ (18) + 5 = 23

Turn Order:

  • Giant Spider
  • Everyone else

With Dinkerdink caught in its webbing, the spider leaps to bite Glyph.

Giant Spider Melee Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Glyph Constitution Save: 1d20 + 2 ⇒ (4) + 2 = 6
Bite Damage: 1d8 + 3 ⇒ (8) + 3 = 11 piercing damage and 2d8 ⇒ (8, 1) = 9 poison damage.

Glyph is caught off-guard by the spider's fangs, the venom making his body feel heavy and his mind go blank. Glyph falls unconscious as the spider turns to see the rest of the group standing just outside the tower. Glyph is unconscious, poisoned, and paralyzed but stable. He does not need to make death saving throws.

DM Notes:
Arda 1925XP - 24/24HP - 3/3HD - 2/2 wild shapes - 4/4 1st level, 1/2 2nd level
Dinkerdink 1975XP - 28/28HP - 3/3HD - 1/1 second wind, 1/1 action surge - 2/2 1st level - restrained
Glyph 1975XP - 0/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - unconcious, poisoned, paralyzed, stable
Grimm 1975XP - 12/21HP - 3/3HD - 1/1 Channel Divinity, 2/2 War Priest - 4/4 1st level, 2/2 2nd level
Marcus 1975XP - 28/28HP - 3/3HD - 1/1 second wind, 1/1 action surge, 4/4 Superiority Dice
Tis'kaliss 1975XP - 28/28HP - 3/3HD - 4/4 Divine Sense, 15/15 Lay on Hands, 1/1 Channel Divinity - 2/3 1st level

Giant Spider - 0 damage taken

Everyone may act!


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 has fever dreams of eight legged wraiths eating the fresh from his bones dancing in wooden clog shoes. ( don't judge it's a manifestation of his subconscious.)


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 |

Restrained

Interesting, dink thinks to himself as he examines the webs that are holding him to the wall. Halfheartedly he tries to see how far the web will stretch. Not having much luck he concludes, I think I'd prefer tor be eaten by a frog an not this nasty spider. Lucky Rags

Strength: 1d20 + 2 ⇒ (2) + 2 = 4


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 runs up, marking the monster with his magic before drawing a scimitar and attempting to impale it's head.

Casting Hunter's Mark, duration 1 hour (concentration)
Scimitar: 1d20 + 5 ⇒ (18) + 5 = 23
Damage+Hunter's Mark: 2d6 + 3 ⇒ (4, 5) + 3 = 12


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, Defensive Duelist, Feinting Att

Marcus moves in quickly, feints to one side before ramming his rapier into gap in the creatures carapace.

Hang on, Dink!

Rapier Att: 1d20 + 6 ⇒ (1) + 6 = 7
Rapier Att Adv: 1d20 + 6 ⇒ (1) + 6 = 7
Rapier Dam: 1d8 + 4 + 2 + 1d8 ⇒ (7) + 4 + 2 + (1) = 14

REALLY?


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

Realizing numbers may help, Arda decides to free Dink and prays that Glyph is still alive for a few moments. She drops her sling and rushes over to Dink, drawing her scimitar on the way.

She starts trying to slash away the webbing, "We'll get ya, Dink! Please tell me Glyph is still breathing!"

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

5e newbie question, if I read it right, dropping my sling is actionless and I can draw another weapon as part of my move action - is that correct? I'm assuming I can get to Dink in one move, but if that's not possible, I guess those rolls will be my action next round.


Arda, you are correct. Dropping something takes no action, and you can interact with an object as part of a move action (such as drawing a weapon).


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

Grimm joins the others in smashing the spider

"You'll not be a'tak'en another of me friends!"

Attack-melee: 1d20 + 5 ⇒ (13) + 5 = 18

Damage: 1d8 + 3 ⇒ (4) + 3 = 7


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's dream has transition to a walled labyrinth and a ticking sound can be heard echoing off the walls. Glyph restrains his panic millions tiny spiders heads toward him. Glyph runs and the chase begins.

Is there still someone we're waiting on?


Me, sorry! I've been out of town and didn't think it would take me down all weekend!


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 |

No worries weekends always have a slow post rate :)


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
Dinkerdink wrote:
No worries weekends always have a slow post rate :)

Exactly, I just wanted to make sure there wasn't anything we were missing.


Dinkerdink, seeing Glyph fall, struggles against his restraints, but cannot break the surprisingly strong webbing.

Tis'kaliss dashes into the room using the benefit of his magic to land a powerful blow that pierces the spider's carapace. Marcus tries to take advantage of the attack but trips on the way into the tower, his wet boots mixing with the dust on the floor and causing him to slide. You fall prone, but more because it's an amusing pratfall than anything :)

The scene is enough of a distraction for Arda to run around the room to free Dinkerdink from the webbing. Grimm manages to land a blow with his warhammer on the spider's head with his warhammer depite being the last one into the room, briefly dazing it before it lashes out against the party.

The spider lashes put at Tis'kaliss.

Giant Spider Attack: 1d20 + 5 ⇒ (3) + 5 = 8

But the distraction of so many dangers at once confuses it and it looses focus biting the air.

DM Notes:
Arda 1925XP - 24/24HP - 3/3HD - 2/2 wild shapes - 4/4 1st level, 1/2 2nd level
Dinkerdink 1975XP - 28/28HP - 3/3HD - 1/1 second wind, 1/1 action surge - 2/2 1st level - restrained
Glyph 1975XP - 0/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - unconcious, poisoned, paralyzed, stable
Grimm 1975XP - 12/21HP - 3/3HD - 1/1 Channel Divinity, 2/2 War Priest - 4/4 1st level, 2/2 2nd level
Marcus 1975XP - 28/28HP - 3/3HD - 1/1 second wind, 1/1 action surge, 4/4 Superiority Dice
Tis'kaliss 1975XP - 28/28HP - 3/3HD - 4/4 Divine Sense, 15/15 Lay on Hands, 1/1 Channel Divinity - 1/3 1st level

Giant Spider - 19 damage taken


Everyone 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

Round 2, Defensive Duelist, Feinting Att

Marcus again feints to one side before ramming his rapier into gap in the creatures carapace.

Rapier Att: 1d20 + 6 ⇒ (19) + 6 = 25
Rapier Att Adv: 1d20 + 6 ⇒ (8) + 6 = 14
Rapier Dam: 1d8 + 4 + 2 + 1d8 ⇒ (3) + 4 + 2 + (7) = 16

DM: Please note two superiority dice used.


I missed the first feinting attack, noted!


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 |

Round 2

"I'm hanging in there," Dink replies to the encouraging remarks of his companions while he struggles with his restraints.

Strength: 1d20 + 2 ⇒ (2) + 2 = 4


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 attacks, slicing at the monster's weak points with his swords.

Scimitar 1: 1d20 + 5 ⇒ (3) + 5 = 8
Damage+hunter's Mark: 2d6 + 3 ⇒ (4, 6) + 3 = 13

Scimitar 2: 1d20 + 5 ⇒ (7) + 5 = 12
Damage+hunter's Mark: 2d6 ⇒ (5, 6) = 11


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

Grimm moves over to where Glyph has fallen and channels healing into the gnome.

Cure Wounds: 1d8 + 5 ⇒ (3) + 5 = 8


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 wakes up to the prayers of Grimm, attempting to thank the wonderful cleric Glyph chokes on the words as his paralysis persists.


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

Arda keeps trying to cut through the webbing, "Dang, fraggagrabba webbing! Dink, if this doesn't work...uh... How flammable are ya?"

Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 2 ⇒ (3) + 2 = 5


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 |

"Not sure, somewhere between a wet stone and dry grass I would guess ," Dink replies to Arda.


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

Seeing Glyph rouse, Grimm places a hand on his chest.

"I know ye canna move Gylph, but yer wounds are mostly healed now. Now I am gonna deal with that spider!"

The dwarf moves towards the spider and swings his warhammer

Attack-ranged: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Arda strikes once more, and pulls Dinkerdink completely free from the webbing.

Grimm and Tis'kaliss can't land a strike, but the distraction is enough for Marcus to land a decisive blow piercing the carapace of the giant arachnid. It leaves a gaping opening in its joins and as it tries to move sickly green goop oozes from the wound.

The spider slows and stiffens and becomes motionless.

DM Notes:
Arda 1925XP - 24/24HP - 3/3HD - 2/2 wild shapes - 4/4 1st level, 1/2 2nd level
Dinkerdink 1975XP - 28/28HP - 3/3HD - 1/1 second wind, 1/1 action surge - 2/2 1st level - restrained
Glyph 1975XP - 8/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - poisoned, paralyzed
Grimm 1975XP - 12/21HP - 3/3HD - 1/1 Channel Divinity, 2/2 War Priest - 3/4 1st level, 2/2 2nd level
Marcus 1975XP - 28/28HP - 3/3HD - 1/1 second wind, 1/1 action surge, 2/4 Superiority Dice
Tis'kaliss 1975XP - 28/28HP - 3/3HD - 4/4 Divine Sense, 15/15 Lay on Hands, 1/1 Channel Divinity - 1/3 1st level

Giant Spider - 35 damage taken - dead


???: 1d20 ⇒ 15

The spider is dead, what do you do?


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 moves over and kicks the spider as he says, "Thanks Arda. Hopefully we'll have another chance to find out how flammable I am."


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 dances away from the oozing arachnid and wipes the goo from his blade.

Well, now, that was a magnificent entry!


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 know Glyph is paralyzed can I know how long that should last and is the poison causing any other effects?


You don't know how long the poison lasts, and it gave the poisoned condition from the PHB.


On inspection, it is clear Glyph is out of danger but is still unresponsive to pokes and prods. The spider is dead and it's tightly woven nest is overhead in this small tower.

What do you all do?


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

Let's light some torches so that we can burn away some of this web as we ascend.

Marcus takes out his tinder and lights a torch that he holds with his shield arm.


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 |

When the webs are gone Dink tries to climb the steps again. "Can some give me a boost," he asks.

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