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 webbing ignites instantly, shriveling away and not catching the warped and bloated wood soaked by the lowlands rain and humidity. The junk held in the web fall in clumbs on you, causing more of a fright than any harm. The webs now removed, you can clearly see the sky. The stairs climb about 10 feet before just ending.

The tower is empty!


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 through the junk that falls.


Marcus Intelligence Check: 1d20 - 1 ⇒ (1) - 1 = 0

Marcus checks the rubble for anything useful, but gets distracted when he realizes that Glyph is covered in junk and web ask. He dusts the gnome off before completely forgetting what he was doing.


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

Grimm stays with the poisoned Glyph.

"Sorry lad..wish I had something to help you, but I dinna think we would be needing cures from poison..."


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 at least my mind is in tact, it seems as though the party wasn't prepared for my predicament. No matter with my wits about me I can conquer anything... except perhaps paralysis.

Glyph lies where he is motionless unwavering in his desire to move once again.


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 shakes his head at his small friend and says in a overly load voice, "Don't worry Glyph if you don't recover I have a vacant corner in my burrow where you can stay." Chewie can make a nice nest in his hair, he thinks to himself.

He then begins to look through the debris that fell on the floor. Maybe there are some nice shiny things, he hopes.


Marcus Advantage (Dinkerdink Helping): 1d20 - 1 ⇒ (2) - 1 = 1

Dinkerdink shifts through some of the rubble with Marcus, and discovers a squishy ball about the size of a basketball.


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 |

Jumping with excitement Dinkerdink holds up his prize, "Look what I found. Now I can teach you all how to play Squashy Squash"


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

Grim looks up from the paralyzed Glyph and gives the gnome a hard stare.

"Perhaps right now is not the best time to be teachin' us a game...hmmm?!"

Would it be possible for Grimm to 'loose' one of his 2nd level spells and pray for a new one...specifically Protection from Poison? Not sure if curing the poison will remove Glyph's paralyzation, but we need to try something if we want to continue I think


I am willing to say you did not change your prepared spells after your last long rest, so you can use your 1/day preparation now.

You could also try and figure out something out about the nature of the poison or how to treat it.


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

Would that be either a medicine or nature check? If we can figure this out without a retcon, then I am willing to try. Can anyone use a herbalist kit or poison?


It would be an intelligence or wisdom check :)


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

Ok, I will give it a go with a WIS check: 1d20 + 5 ⇒ (1) + 5 = 6 nope, no luck for me...anyone else??


Let's just assume someone helps. It gives you advantage -

Advanatge: 1d20 + 5 ⇒ (14) + 5 = 19

Glyph's breathing dips as the strong hand of Grimm grips the small frame, but with someone else helping Grim is able to safely determine the venom of this spider is temporary. With the rate he is recovering, it should be an hour or so.


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

Thanks DM!!

"There, there my boy...you'll be better soon. I'm gonna have to make sure I keep a cure fer poison with me now. Just take it slow..the poison will run its course soon enough!"


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 |

Dinkerdink looks up at Grimm and holds out the ball to him, "Now ready to learn how to play, are you?"


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

Although Arda is more familiar with snake bites and scorpion stings from her desert home, she tries to help Grimm determine the nature of the poison.

There ya go, someone helped. :)

Looking at the group, Arda asks, "What do we want to do? Do we wait here and hope no one - or nothing noticed all that? I s'pose we could just guard that door in case anything comes looking? Or do we rig something up to carry Glyph along until he's better?"


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
Grimm Warhammer wrote:

Thanks DM!!

"There, there my boy...you'll be better soon. I'm gonna have to make sure I keep a cure fer poison with me now. Just take it slow..the poison will run its course soon enough!"

Thank the gods that this is short lived. I suppose I'll just work on spell design in the meantime.


What's the plan? Hunker down for a short rest in the tower?


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

"Well we might as well stay here for the time being. At lease we have some defenses here if attacked...I would hate to be caught out in the open with poor Glyph in this state!"


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

Very good - a short rest until Glyph is...less...rigid, shall we say.

Marcus drops down to the ground, and he leans back against a solid portion of the tower for support as he crosses his arms for a nap.


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

"Good, I'm all for tucking into a hole and keeping quiet for a bit." Arda pats Glyph's hand sadly and then takes a position trying to watch out the door with as little chance of being seen.


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 |

Rest, rest, rest, thats all these tall folk want to do it seems.
Thast probably why their society is in decline,
Dink concludes.


???: 1d20 ⇒ 6

The hour passes without any event and soon Glyph wakes up. You can hear some birds and frogs and bugs making noises as the morning gets long. The sun is now shining on the lowlands making a bit muggy.

If you are going to expend hit dice, do it in your next post.


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

Hit dice: 2d6 + 4 ⇒ (4, 4) + 4 = 12

Glyph yawns and stretches out his limbs.

Thanks for waiting out that compromising position I was in. I'm ready to take on that moat house again.


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 stands to his full height and stretches with a yawn.

Nothing like a power nap. Good to see you unstiffened there, Glyph.

Marcus moves quickly through a few forms to get the blood moving.

Okay then, shall we?


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 hadn't rested, and was on watch the whole time. He gets up from his spot on the floor, and gathers his things.

I feel like an idiot now. I just realized that a paladin's lay on hands lets you expend 5 hit points of it to neutralize one poison. Sorry Glyph, I goofed up.


What next, guys?


OK I'm back, what direction do you head?

MAP


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 heads due NE and starts to climb the stairs.

I figure this way is as good as any.


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

That seems sensible, I'm just glad you are leading the way in case of spiders.

Glyph follows after Marcus.


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

Arda quickly looks in the 2 open windows along the north wall before following Marcus and Glyph.

Wisdom checks for perception? If so:

Window 1: 1d20 + 4 ⇒ (5) + 4 = 9
Window 2: 1d20 + 4 ⇒ (2) + 4 = 6


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 the way I would have went," Dink remarks. "But I'm sure you have your reasons."

Dink follows his companions.


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 laughs.

Oh, come on, Dink. You are just saying that so you have someone to blame when things go sideways.


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 gives the fighter a knowing grin and winks.


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

Grimm listens to the banter between the human and gnome and smiles.

"Well now, lets see what beasties we can find to chew on us next. So far I was almost swallowed by a big frog and poor Glyph was stung by a giant spider...what could be next? Anyone want to make a bet?"

The dwarf tries to keep the mood light, but none the less keeps his eyes sharply peeled for anything threatening to the group.


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 |

"You forgot Skewered by elks," Dink adds. He concludes, "and I think snakes will be next or maybe a swarm of bugs, nope definitely snakes."


Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14
Dinkerdink wrote:
"You forgot Skewered by elks," Dink adds. He concludes, "and I think snakes will be next or maybe a swarm of bugs, nope definitely snakes."

Arda's face lightens up, "Did someone say swarm of bugs?! Oh, I do hope so! Or I could get a swarm for us, if you want. Or be a swarm, I do so love the freedom of flitting about as a thousands little crawlies."


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

Bugs, Elk, spiders, and frogs its as though nature itself wants to kill us. Nonetheless, we finally are exploring the moathouse


I'll get this back on track, sorry I've been derelict.


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

Does it really matter? We can handle anything, right?


???: 1d20 ⇒ 20
???: 1d20 ⇒ 2
???: 1d20 ⇒ 16
???: 1d20 ⇒ 8
???: 1d20 ⇒ 8
???: 1d6 ⇒ 5

Arda:
The window on the left.

This room appears to once be the quarters of a steward or castellan, but now the furnishings are rotten and ruined with age and dampness. The only furnishing that looks relatively untouched is a cresset that must be made of metal.

The window on the right.

There are mostly rotten and stained pelts, stuffed heads, and shattered antlers in this former trophy room. There are several piles around the floor, but nothing of note.

As Marcus strides across the court once more, he sees someone dash into the darkness behind the broken doors to the main building past the littered steps.

Once glancing inside he can see next to nothing without a light.


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 don't think it matters what we can handle just that we need to handle it to survive.

Wisdom Precept with dark vision 60ft: 1d20 + 2 ⇒ (12) + 2 = 14


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

Grimm stays close to Arda as she talks about bugs.

"Ick..how can ye even say such a thing! Makes my skin crawl just thinking about it!"


This was once a great audience chamber, as shown by the tattered banners and tapestries on the walls, destroyed furniture, and heaps of rotting cloth thrown into corners. Once richly appointed, it has been thoroughly searched, sacked, and despoiled. Leaves and dirt cover the floor, and cobwebs hang from walls and the ceiling above. Looking up, you see that pieces of beams and chunks of stone poke through, indicating that the upper stories of the place are totally destroyed and likely to be impassible to anything larger than a rat.


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

Someone, or something just dashed in there where we are headed. We need some light.


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 asks enthusiastically, "Was it a snake? He moves into the room with his hand-ax drawn, "Here snakey, snakey."


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

Grimm stays close to Arda as she talks about bugs.

"Ick..how can ye even say such a thing! Makes my skin crawl just thinking about it!"

"Nah.. bugs are better than alotta people I've met, Grimmer. And you'd be surprised how nice and freeing it feels to be a buncha bugs rather than just having these two dopey arms and legs." She holds her arms out awkwardly as if they don't even belong to her.

"These two windows look clear. No baddies that I see," Arda says to the rest of the group, and then back to Grimm, "And being a bug, you can go into so many little hidey-holes even Dinkerdoo couldn't fit... and flying... ahhh, I can't wait until I can fly!"

Unless someone has something better...

Arda lights a torch and brings it up to Marcus, her scimitar ready.

Marcus you can take it, or I can follow with it. Your choice.


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 at Arda, and motions with his head to follow along. She can see he has a shield in one hand and his rapier in another.


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 good someone brought torches. I usually forget because I can see fairly well in the dark. Now what was moving around in here?

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