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.
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]
Perhaps we should open the last door on this hallway?
Glyph moves toward the northern door on the hallway.
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
Bring the light. I will do it.
Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14
Marcus Covell wrote: Bring the light. I will do it. Arda steps up behind Marcus with her torch and scimitar ready.
Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1
Grimm moves into position to help support Marcus if he discoverers something hostile
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 shuffles along after his companions. He hums contently and whispers to Glyph, "Monkeys or lizards will be next."
???: 1d20 ⇒ 14
This is a moldy and abandoned kitchen. The only clean spot Marcus can see is in the wood fire oven, where the back wall has streaks cleaned off and so does the floor in front of it.
Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1
"Well now, isn't that kinda interesting! Maybe a hidden door or something!"
Grimm takes a closer look.
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
D'oh!!!
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 moves closer to the fireplace.
Come forward with the light, Arda.
Marcus peers intently to see if he can discern a secret door.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14
Arda follows Marcus and looks as well.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
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 watches his companions examine the fireplace after a moment he leans in close asking, "See any lizards? They are attracted to warm places, so the fire place would be a good place to search." Not see anything he steps inside the fireplace and looks up, Maybe up here."
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
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]
You find anything yet? You are all scouring every inch of that fireplace.
Glyph examines the rest of the room looking for threats.
Perception: 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
Whatever it is, we killed those rolls!
As Grimm approaches the chimney something stirs inside, and a massive 4ft long insect crawls from the opening and leaps at him!
Insect Attack: 1d20 + 4 ⇒ (10) + 4 = 14
And it latches onto his armor fruitlessly trying to pierce it before breaking away and scuttling on the floor in front of him.
Everyone may act!
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 |
"Look out, it's some sort of lizard-insect thing," Dink warns. He quickly jumps to Grimm's aid and swings his hand ax at the bug. "Hold still," he warns the Dwarf.
Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1
Grimm lashes oout with his hammer, startled by the creatures sudden appearance.
Attack-melee: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Crit: 1d8 + 3 ⇒ (7) + 3 = 10
Stopping it early, fight's already over -_-;
Dinkerdink swings at the bug only for it to leap once more at Grimm, but Grimm is more than ready landing his hammer on the head of the creature and driving it into the floor, causing it to crush into goop from the impact.
The halls of the moathouse fall silent once more.
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]
I think someone should take a look up the chimney to make sure there's not a nest of those things up there.
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 steps back inside the fireplace and looks up, "You think up here."
Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1
Grimm looks surprised at his squashing of the bug, but then smiles.
"Well that's more like it!"
Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
"Nice hit, Grimm." Tis'kaliss smiles, not have even taken out his swords.
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
You have cleared this hallway; leaving only the stairs down to where the rats came from, the door to the north of the main hall, and the southern hallway.
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 |
"Follow me," Dink suggests as he moves to the north of the main hall. "Best we clear this level first. Plus I have a good feeling we'll find the lizards this way." Once the group catches up he opens the door.
Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1
Shaking his head and trying not to smile too much, Grimm follows the odd little gnome towards the main hall.
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 too trails after the smaller folk.
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]
Lizards, Dinkerdink you want slippers to go with that belt don't you.
Glyph follows after Dinkerdink.
Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
"Why stop at slippers? Dink, you should have an entire outfit of reptiles once we are done!"
Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14
Tis'kaliss wrote: "Why stop at slippers? Dink, you should have an entire outfit of reptiles once we are done!" "Wouldn't be needing much lizard for that!" Arda winks at Dink and follows the group, keeping the light near the front if necessary.
The door is locked tight from the inside.
Impressive post after a lengthy absence, I know :)
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 |
"Locked. Dagnabit, maybe I can open it."
Dink peers in the keyhole, after a while he reaches into his pack and pulls out a fork. He places the utensil into the lock and trys to open the door.
Dexterity: 1d20 + 4 ⇒ (20) + 4 = 24
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]
Glyph watches Dink and his fork commenting,
If your fork fails I think I have a spell for that. It's a little loud though.
Disadvantage: 1d20 + 2 ⇒ (3) + 2 = 5
Dinkerdink's fork makes a lot of racket but doesn't seem to have done anything to the door.
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 luck," Dink utters in amazement as he eyed the lock suspiciously. He looks to the other gnome, "Your turn."
Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14
"Just a moment, fellas. If Glyph's spell is pretty loud, lemme have a try at it."
Arda passes the torch to anyone who is willing to hold it for a moment, and then rummages around in her pack. A few bug scurry out, but she manages to produce a set of actual lock picks - even if they are mismatched and far from fancy.
Dexterity with tool prof: 1d20 + 4 ⇒ (8) + 4 = 12
Arda sweeps in to help Dinkerdink, and is able to find a little hole that gives just enough hook to pull at the iron bolt. There is a hasty shuffle as the door opens, as Arda just barely catches multiple humanoids escape out a collapsed wall and across stones in the moat.
These chambers once stood as the quarters of the former Lord in charge of this fortification. The door looks like warped and rotted wood on the outside, but it's just for appearance as there are repaired iron hinges and bolt along with support wood on the inside.
Someone made this into a den, there are signs of a half dozen people living here between the bedrolls and refuse. The floor is a dark ebon stone and the walls show sign of an ancient fire complete with mostly burned remnants of black wall hangings that are aged with the rest of the moathouse.
The fireplace shows signs of a recent fire, though anything obviously valuable must have been grabbed when they left over the rubble of a collapsed wall.
Updated Map!
Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14
"They're getting away!"
If others react first, that's fine. Just Arda makes sure to let the rest of group know she saw the humanoids run off in case they didn't see.
Arda stumbles into the doorway startled at their appearance. She clumsily draws her sword and starts to chase after them.
"Stop and talk or I'll blast ya!"
Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1
Grimm heads into the room behind Arda, shield and hammer at the ready.
Is there any chance to catch who/whatever the creatures were?
They've had a bit of a head start, but you can always try to catch them. Ultimately the dice would decide if you were successful or not. Chases in 5e are a lot of dice rolling, so whoever goes will just need to tell me and I'll make a single "chase resolution" post to show all the events that happen. I would assume you would chase as long as it took unless you said otherwise.
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 Skitterstone wrote: "They're getting away!"
Out of instinct Dink begins chasing the fleeing humanoids after a few steps he stopped, turned around, and asked, "Who am I chasing anyway?"
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]
I think we could chase them and run into an ambush. Or stay here and figure out who we are up against? I vote staying here to learn.
Glyph starts looking around the room.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1
"Well me stumpy legs were not made fer chasing after people. Lets take a look around and see what they were up to!"
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 am too tired to chase after fleeing enemies. They will get the taste of my blade when they stay to fight.
Glyph notices a suspicious lump in the rubble of the collapsed wall.
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]
Glyph investigates the lump he spots.
Investigate(Int): 1d20 + 5 ⇒ (18) + 5 = 23
What does Glyph know about the lump?
Glyph easily deduces that something has been purposely hidden under the rubble, and it's not dangerous.
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]
Glyph starts digging out what he's discovered.
I think I found something here.
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 |
"Is it a lizard?" Dink asks hopefully.
Glyph uncovers a chest that Marcus recognizes is from the convoy that was ambushed, though it appears it has been emptied of the trade goods it held and used as storage.
Inside this chest is a mass of coins, two bolts of fine cloth, a crystal flagon, a set of carved pewter goblets, and a decorative ivory box that holds four finely made arrows.
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
Now that is some serious coin! I recognize the chest from the ambushed convoy, but I would imagine we should appropriate the goods ourselves. Great find, Glyph!
Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1
"I am sure those in the town will have something ta say about that!" the dwarf grumps as he examines the items with a craftsman's eye.
Is appraising just an INT check?
|