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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Yes, appraising it an Intelligence check though counting this many coins will take some time.


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

Was hoping that with a successful appraising check Grimm could guestimate the number of coins, as well as the value of the other items.

INT (appraise): 1d20 + 2 ⇒ (20) + 2 = 22


lol

Grimm realizes that the ivory box is worth 45gp, the cloth 60gp each (120gp total), the goblets and falgon are worth 80gp if sold as a set, there are a couple thousand coins but they appear to all be copper, and the four arrows appear to be magical.


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

"Well now...that is quite a nice haul...well except fer all those coppers."

He shows the others the items and gives his best evaluation of the possible sale price.

"Now these here arrows have a bit o'dwemer upon them. Maybe one of you magical-types better take a gander at 'em."


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 |

"We're rich! We're rich," Dink hollers as he runs around to the various party members hugging their legs. "We're rich!"


Looking around, you notice that Tisk'aliss is missing.

What is most strange is that Dinkerdink, Glyph, Grim, and Marcus are standing outside while Arda was keeping an eye on the main chamber while Tisk'aliss was inside this back room. There is no way he could have walked out either of the two exits, and the 10 foot ceiling is still intact with no openings.


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 Dink is done jumping around he noticed Tisk'aliss is missing, "Hey, where did Tisk go?"

He looks around the room looking for Tisk.
Wisdom: 1d20 + 3 ⇒ (15) + 3 = 18


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

"Aye, that is odd....he was right here. Did anyone see he leave?"
Grimm begins to search in earnest for their missing friend.


Dink Advantage: 1d20 + 3 ⇒ (10) + 3 = 13

Searching the room, there is no sign of Tisk in the room.


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 examines the arrows.

Glyph cast identify over the arrows as a ritual.


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 is confused that he he can't find Tisk and runs back to the hoard they found. Seeing that it is still there he mutters, "At that hasn't disappeared too." He stops catching the scent of something in the air, turkey? As quick as he catches the scent it disappears.

Happy Thanksgiving to those in the USA. For everyone else Happy Thursday!


The arrows are +1 arrows.


???: 1d20 ⇒ 18
1d6 ⇒ 4

From beneath your feet you hear a startling crashing sound and after a few seconds it falls silent. It sounds like several very large objects have fallen over from a shelf or maybe rocks falling.

Reposted Map!


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

"Well we still have the entire south east of the building to search before we should even begin to think of what may lay under us. Come lets see what else we may find....might be some lizards or more snakes!"

Grimm will head towards the SE part of the keep....it looks like there might be a hallway?


There is a hallway leading to a stinking room, and a room with no door revealing a collapsed staircase blocking any passage up into the caved-in upper floor of the moat house.


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 |

"Lead on Master Dwarf," Dink said as he preformed a deep bow then quickly followed the dwarf.


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

Press on, that's the idea.

Glyph follows after Dinkerdink and Grimm.


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

On we go!


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

Arda follows along, with torch and sword ready, watching for Tisk and hoping no one else vanishes.


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 forward with the others to investigate the remainder of the moat house.


???: 1d20 ⇒ 19

As Grimm leads the entire party down the hall there is a shuffling sound in the open room where the smell is coming from. Behind Marcus (the last member in the hall) there comes a yipping sound, too jubilant to deserve the dread it inspires. You have fallen into a gnoll ambush!

It could not be in a worse position, the hallway is very narrow and Marcus and Grimm are the bookends to the entire party. Fighting side by side will impose disadvantage on attack rolls and dexterity saving throws. Attack rolls against the characters sharing a space in the hallway have advantage. If you win initiative you can run out of the hall into the smelly room (where Grimm is), or into the great hall (where Marcus is).

Grimm can see six skeletal shapes stand holding large bones and broken furniture as weapons in front of him. Their heads are distinctly dog-like.

Marcus sees two gnolls with longbows run out from the hallway while the largest and best equipped gnoll he has personally seen (though still medium) steps out from behind the door into the moathouse. He appears to be the source of the yipping echoing around the halls as it cannot contain its glee.

Initiative:
Grimm: 1d20 ⇒ 7
Marcus: 1d20 + 5 ⇒ (13) + 5 = 18
Dinkerdink: 1d20 + 4 ⇒ (3) + 4 = 7
Arda: 1d20 + 4 ⇒ (4) + 4 = 8
Glyph: 1d20 + 2 ⇒ (17) + 2 = 19

Lenthus: 1d20 + 2 ⇒ (3) + 2 = 5

Undead: 1d20 - 1 ⇒ (17) - 1 = 16
Gnoll: 1d20 + 2 ⇒ (10) + 2 = 12
Big Gnoll: 1d20 + 2 ⇒ (5) + 2 = 7

Turn Order:

  • Glyph & Marcus
  • Undead & Gnolls
  • Arda, Grimm, & Dinkerdink
  • Big Gnoll
  • Lenthus

Lenthus hears the distinctive sound of a gnoll's yipping in glee as he enters the abandoned moathouse searching for some method to get into the damned tower. It would take a full round of movement to get inside th elarge building.

Background Information:
It has taken him far too long to find the tower of Uravulon Calcidius, the mad wizard of Verbobonc who gave up his title and courtly appointment to pursue his research that the kingdom deemed both unsafe and profane. His floating tower has been lost for decades, but you have found it based on your knowledge of Calcidius' obsession with the stars and even what was beyond that.

Glyph & 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

Round 1, Feinting Att, Action Surge, Precision Att

Marcus steps forward to the Large Gnoll, feints left, and attacks with an underhand blow from his rapier.

Rap Att: 1d20 + 6 ⇒ (18) + 6 = 24
Rap Att Adv: 1d20 + 6 ⇒ (1) + 6 = 7
Rap Dam: 1d8 + 4 + 2 + 1d8 ⇒ (2) + 4 + 2 + (2) = 10

With a surge of energy, he attacks again precisely to a weak spot in the Large Gnoll's armor under the arm.

Rap Att: 1d20 + 6 + 1d8 ⇒ (3) + 6 + (5) = 14
Rap Dam: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13


I'll give Glyph a little longer, but I want to update before the weekend.


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 attempts to set the nearest skeleton on fire.

Fire Bolt: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d10 ⇒ 3

Sorry real life got busy


Happens to us all!

Marcus gracefully leaps forward shield in hand, catching thick fur with a thrust and breaking skin. As he tries to follow up aiming for an open spot without armor the large gnoll brushes the blade aside and lets out a yipping laugh.

Glyph, on the other hand, shoots into the darkness around Grimm and catches the first skeleton in the head singing the few remaining scraps of flesh and fur on its body.

The group of skeletons press into the hallway forcing as many will fit into the narrow opening lashing out with teeth and improvised weaponry.

Skeleton Attack Roll: 1d20 + 4 ⇒ (5) + 4 = 9, Skeleton Disadvantage: 1d20 + 4 ⇒ (14) + 4 = 18
Skeleton Attack Roll: 1d20 + 4 ⇒ (18) + 4 = 22, Skeleton Disadvantage: 1d20 + 4 ⇒ (2) + 4 = 6

Skeleton Attack Roll: 1d20 + 4 ⇒ (6) + 4 = 10, Skeleton Disadvantage: 1d20 + 4 ⇒ (17) + 4 = 21
Skeleton Attack Roll: 1d20 + 4 ⇒ (1) + 4 = 5, Skeleton Disadvantage: 1d20 + 4 ⇒ (11) + 4 = 15

The gnashing teeth and clubs cannot break around the wide dwarf's shield as their bodies press against him with mounting force. As long as 1-2 people stay behind you I won't have the skeletons be able to push you anywhere.

The skeletons with bows launch a salvo of arrows at Marcus and Arda.

Gnoll Attack Roll: 1d20 + 4 ⇒ (9) + 4 = 13
Gnoll Attack Roll: 1d20 + 4 ⇒ (5) + 4 = 9

Gnoll Attack Roll: 1d20 + 4 ⇒ (3) + 4 = 7
Gnoll Attack Roll: 1d20 + 4 ⇒ (13) + 4 = 17
Longbow Damage: 1d8 + 2 ⇒ (3) + 2 = 5 piercing damage.

The arrows are unable to catch Marcus off-guard, but one arrow hits Arda in the hallway.

DM Notes:
Arda 2075XP - 15/24HP - 3/3HD - 2/2 wild shapes - 4/4 1st level, 1/2 2nd level
Dinkerdink 2175XP - 28/28HP - 3/3HD - 1/1 second wind, 1/1 action surge - 2/2 1st level
Glyph 2175XP - 16/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - inspired
Grimm 2180XP - 10/21HP - 3/3HD - 1/1 Channel Divinity, 2/2 War Priest - 3/4 1st level, 2/2 2nd level - inspired
Marcus 2175XP - 23/28HP - 3/3HD - 1/1 second wind, 1/1 action surge, 4/4 Superiority Dice
Lenthus 900XP - 23/23HP - 3/3HD - 2/2 Arcane Recovery, 9/9 arcane ward - 4/4 1st level, 2/2 2nd level

Big Gnoll - 10 damage taken
Gnoll 1 - 0 damage taken
Gnoll 2 - 0 damage taken
Witherlingx6 - 3 damage taken

Arda, Dinkerdink, & Grimm may act!


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

Well darn it...my attack disappeared...sorry for the hold up!

Turning so he can see the largest number of the undead creatures, Grimm holds his shield up high, the symbol of Moradin blazing on its surface.

"Begone ye undead beasts. By Moradin I send you back to yer graves!"

WIS save DC-12 or flee


Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14
hiiamtom wrote:
The arrows are unable to catch Marcus off-guard, but one arrow hits Arda in the hallway.

"Danggit!!" Arda grumbles, and gets ready to blast the skeletons that shot at her, but catches herself. The magic she has ready can either only harm one, or would also harm her friends. "Danggit again!"

Arda turns and calls a massive fiery ball into existence near the large gnoll and rolls it into him.

Flaming Sphere Level 2: 2d6 ⇒ (3, 1) = 4
Dex save DC 12


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 lauches a bolt of fire at the Gnolls.

Fireblot: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d10 ⇒ 10


Skeleton Wisdom Save: 1d20 - 3 ⇒ (6) - 3 = 3

The skeletons back away briefly before turning to a complete run to the back wall of the far room. Grimm you may make an opportunity attack.

Meanwhile, a rolling ball of flame bursts into existence near the two Gnolls with longbows and with Arda's command rolls over the large gnoll.

Big Gnoll Dexterity Save: 1d20 + 2 ⇒ (11) + 2 = 13

It takes a nimble step to avoid it at the last minute, only singeing his fur and armor some. Dinkerdink follows it up with a firebolt it blocks with its glaive.

The large gnoll lashes out at Marcus with its polearm.

Big Gnoll Attack Roll: 1d20 + 5 ⇒ (5) + 5 = 10 Marcus uses his reaction to move away from the fire.

The creature is forced to move closer, and is still near the flames.

Big Gnoll Attack Roll: 1d20 + 5 ⇒ (15) + 5 = 20

Glaive Damage: 1d10 + 3 ⇒ (8) + 3 = 11

The second attack hits, and he roars pointing to Arda as the fire burns him.

Big Gnoll Dexterity Save: 1d20 + 2 ⇒ (4) + 2 = 6
Fire Damage: 2d6 ⇒ (6, 2) = 8

One of the smaller Gnolls fires an arrow at Arda.

Gnoll Attack Roll: 1d20 + 4 ⇒ (1) + 4 = 5

The Gnolls bow string snaps loudly and it yips in frustration.

???: 1d6 ⇒ 2

DM Notes:
Arda 2075XP - 15/24HP - 3/3HD - 2/2 wild shapes - 4/4 1st level, 1/2 2nd level
Dinkerdink 2175XP - 28/28HP - 3/3HD - 1/1 second wind, 1/1 action surge - 2/2 1st level
Glyph 2175XP - 16/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - inspired
Grimm 2180XP - 10/21HP - 3/3HD - 1/1 Channel Divinity, 2/2 War Priest - 3/4 1st level, 2/2 2nd level - inspired
Marcus 2175XP - 12/28HP - 3/3HD - 1/1 second wind, 0/1 action surge, 3/4 Superiority Dice
Lenthus 900XP - 23/23HP - 3/3HD - 2/2 Arcane Recovery, 9/9 arcane ward - 4/4 1st level, 2/2 2nd level

Big Gnoll - 20 damage taken
Gnoll 1 - 0 damage taken
Gnoll 2 - 0 damage taken
Skeleton x6 - 3 damage taken

Lenthus, Glyph, and Marcus may act!


Male Human | Wizard 3 | 2/4 1st lvl, 2/2 2nd lvl | Spell DC 13 | Arcane Ward 2/9 | HP 23/23 | AC 15 | Saves S, D, C, I, W, Ch | Pass Perc | Status: Normal | Insp: None

"Bastard twice-cursed puppies!" Comes a loud yell, as Lenthus bursts out with surprising agility for a man his age. A wave of fire pours from his outstretched hands, engulfing the closest monsters.

Casting burning hands, and trying to get to a position where the fire only hits the enemies. DC 13 Dexterity saving throw or take 3d6 ⇒ (1, 6, 5) = 12 fire damage, half damage on a success.


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, Feinting Att

Marcus continues his assault on the Large Gnoll, as he feints right this time, and attacks with an overhand stab from his rapier.

Rap Att: 1d20 + 6 ⇒ (13) + 6 = 19
Rap Att Adv: 1d20 + 6 ⇒ (5) + 6 = 11
Rap Dam: 1d8 + 4 + 2 + 1d8 ⇒ (4) + 4 + 2 + (7) = 17


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

AoO: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


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 sends another bolt of fire at the creatures.

Fire Bolt: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d10 ⇒ 9


Big Gnoll Dexterity Saves: 1d20 + 2 ⇒ (15) + 2 = 17

A burst of fire from behind distracts the gnoll as Marcus steps forward and uses the distraction to his advantage plunging his rapier into the creature's heart and causing it to fall forward in front of him.

Grimm cracks one of the skeleton's skulls and the delay lets Glyph's firebolt break through the skull of one and send the embers and bolt into another behind it.

The skeletons claw at the far wall of the southern room.

The gnolls bring out spears and charge Marcus and Arda.

Gnoll 1 Attack Roll: 1d20 + 4 ⇒ (8) + 4 = 12
Gnoll 1 Attack Roll: 1d20 + 4 ⇒ (5) + 4 = 9

Gnoll 2 Attack Roll: 1d20 + 4 ⇒ (20) + 4 = 24
Spear Damage: 2d8 + 2 ⇒ (3, 8) + 2 = 13
Gnoll 2 Attack Roll: 1d20 + 4 ⇒ (14) + 4 = 18
Bite Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Marcus easily dodges the incoming attacks, but Arda is overwhelmed falling to the ground as the gnoll crowds into the party in the hall and striking out at Dinkerdink.

Gnoll 2 Attack Roll: 1d20 + 4 ⇒ (1) + 4 = 5

But the attack is at an akward angle.

Dink, you can make an opportunity attack.

DM Notes:
Arda 2075XP - 0/24HP - 3/3HD - 2/2 wild shapes - 4/4 1st level, 1/2 2nd level - unconcious
Dinkerdink 2175XP - 28/28HP - 3/3HD - 1/1 second wind, 1/1 action surge - 2/2 1st level
Glyph 2175XP - 16/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - inspired
Grimm 2180XP - 10/21HP - 3/3HD - 1/1 Channel Divinity, 2/2 War Priest - 3/4 1st level, 2/2 2nd level - inspired
Marcus 2175XP - 12/28HP - 3/3HD - 1/1 second wind, 0/1 action surge, 3/4 Superiority Dice
Lenthus 900XP - 23/23HP - 3/3HD - 2/2 Arcane Recovery, 9/9 arcane ward - 4/4 1st level, 2/2 2nd level

Big Gnoll - 50 damage taken - dead
Gnoll 1 - 9 damage taken
Gnoll 2 - 0 damage taken
Skeleton x5 - 17 damage taken

Everyone may act! Arda make a Death Saving Throw!


Male Human | Wizard 3 | 2/4 1st lvl, 2/2 2nd lvl | Spell DC 13 | Arcane Ward 2/9 | HP 23/23 | AC 15 | Saves S, D, C, I, W, Ch | Pass Perc | Status: Normal | Insp: None

Lenthus flicks his hand, still muttering, and ghostly tendrils of frost reach out to engulf the unharmed gnoll.

Casting Frostbite. DC 13 Constitution Saving throw, or take 1d6 ⇒ 2 damage and have disadvantage on the next weapon attack roll it makes.


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 3

Marcus attacks the gnoll that Lenthus just attacked with a spell.

Rap Att: 1d20 + 6 ⇒ (10) + 6 = 16
Rap Dam: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9


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

Death save: 1d20 ⇒ 10

1 success, 0 failures


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

Turning his attentions to the gnolls, Grimm moves towards the closest and smacks it with his hammer.

Attack-melee: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 3 ⇒ (7) + 3 = 10


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

Damn Gnolls

Glyph attacks the Gnoll that took down Arda

Magic Missile Damage: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9


Grimm Disadvantage: 1d20 + 5 ⇒ (9) + 5 = 14

Dinkerdink fights back from close quarters, but Grimm crowds in the narrow hallway to help.

Dinkerdink Attack Roll: 1d20 + 4 ⇒ (8) + 4 = 12, Dinkerdink Disadvantage: 1d20 + 4 ⇒ (8) + 4 = 12

The Gnoll is caught off guard and is barely able to fend off the attack. Glyph follows the attack up with a well placed magic missile (hey, you only need to roll 1d4 for the spell - not for each missile.) wounding the creature who is unable to respond to the magical attacks.

Gnoll Constitution Save: 1d20 + 1 ⇒ (2) + 1 = 3

Rime and frost cover the face, neck, and chest of the unharmed gnoll and it makes a terrible noise as it blinks and rubs the attack from its face. Marcus leaps in and catches the side of the gnoll's torso with his rapier.

As the skeletons are able to move from pressed against the wall, they still remain as far away from Grimm as possible, the gnolls strike back.

The gnoll standing over Arda tries to skewer Grimm and Dinkerdink with two attacks with its spear.

Gnoll Attack Roll: 1d20 + 4 ⇒ (11) + 4 = 15, Gnoll Advantage: 1d20 + 4 ⇒ (6) + 4 = 10
Spear Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Gnoll Attack Roll: 1d20 + 4 ⇒ (15) + 4 = 19, Gnoll Advantage: 1d20 + 4 ⇒ (20) + 4 = 24
Spear Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Dinkerdink takes 6 piercing damage. Grimm takes 7 piercing damage.

The other gnoll attacks Marcus.

Gnoll Attack Roll: 1d20 + 4 ⇒ (4) + 4 = 8
Gnoll Attack Roll: 1d20 + 4 ⇒ (17) + 4 = 21
Spear Damage: 1d8 + 2 ⇒ (4) + 2 = 6 piercing damage

DM Notes:
Arda 2075XP - 0/24HP - 3/3HD - 2/2 wild shapes - 4/4 1st level, 1/2 2nd level - unconcious; 1 save
Dinkerdink 2175XP - 22/28HP - 3/3HD - 1/1 second wind, 1/1 action surge - 2/2 1st level
Glyph 2175XP - 16/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - inspired
Grimm 2180XP - 3/21HP - 3/3HD - 1/1 Channel Divinity, 2/2 War Priest - 3/4 1st level, 2/2 2nd level - inspired
Marcus 2175XP - 6/28HP - 3/3HD - 1/1 second wind, 0/1 action surge, 3/4 Superiority Dice
Lenthus 900XP - 23/23HP - 3/3HD - 2/2 Arcane Recovery, 9/9 arcane ward - 4/4 1st level, 2/2 2nd level

Big Gnoll - 50 damage taken, dead
Gnoll 1 - 18 damage taken
Gnoll 2 - 11 damage taken
Skeleton x5 - 17 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 4, Parry

Marcus uses a quick reaction to deflect most of the blow that landed on him by the gnoll.

Parry: 1d8 + 3 ⇒ (2) + 3 = 5

He then attacks the gnoll.

Rap Att: 1d20 + 6 ⇒ (13) + 6 = 19
Rap Dam: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11


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 attacks the Gnoll stabbing at Dink

Fire Bolt: 1d20 + 5 ⇒ (10) + 5 = 15Damage: 1d10 ⇒ 10


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

death save: 1d20 ⇒ 16

2 successes, 0 failures


Male Human | Wizard 3 | 2/4 1st lvl, 2/2 2nd lvl | Spell DC 13 | Arcane Ward 2/9 | HP 23/23 | AC 15 | Saves S, D, C, I, W, Ch | Pass Perc | Status: Normal | Insp: None

Lenthus sends another blast of frost at the gnoll if it is still up, or the skeletons otherwise.

Casting frostbite again. Cold damage: 1d6 ⇒ 1


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

Grimm again strikes at the gnoll.

1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Grimm Disadvantage: 1d20 + 5 ⇒ (20) + 5 = 25

Grimm pushes Dinkerdink aside and crushes the skull of the gnoll with a violent blow from his hammer killing the creature in an instant.

Gnoll Constitution Save: 1d20 + 1 ⇒ (9) + 1 = 10

Bitter cold grips the gnoll once more as Marcus sinks his rapier into its liver, running straight through its gut with his sword. It falls to the floor dead.

Glyph fires his bolt at the skeletons still to frightened to do anything, destroying one with a bright burst of flame.

DM Notes:
Arda 2075XP - 0/24HP - 3/3HD - 2/2 wild shapes - 4/4 1st level, 1/2 2nd level - unconcious; 2 saves
Dinkerdink 2175XP - 22/28HP - 3/3HD - 1/1 second wind, 1/1 action surge - 2/2 1st level
Glyph 2175XP - 16/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - inspired
Grimm 2180XP - 3/21HP - 3/3HD - 0/1 Channel Divinity, 2/2 War Priest - 3/4 1st level, 2/2 2nd level - inspired
Marcus 2175XP - 11/28HP - 3/3HD - 1/1 second wind, 0/1 action surge, 2/4 Superiority Dice
Lenthus 900XP - 23/23HP - 3/3HD - 2/2 Arcane Recovery, 9/9 arcane ward - 4/4 1st level, 2/2 2nd level

Big Gnoll - 50 damage taken, dead
Gnoll 1 - 30 damage taken, dead
Gnoll 2 - 22 damage taken, dead
Skeleton x4 - 27 damage taken, 2 dead

Everyone may act, only the skeletons remain. Arda give me a death saving throw.


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

Death save: 1d20 ⇒ 12

3 success! Stable, woohoo!


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 works on destroying the skeletons.
Undead fiends.
Fire Bolt: 1d20 + 5 ⇒ (17) + 5 = 22Damage: 1d10 ⇒ 3


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Round 5

Marcus attacks the nearest skeleton.

Rap Att: 1d20 + 6 ⇒ (8) + 6 = 14
Rap Dam: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13


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

Grimm goes to Arda and cures her wounds.

Cure Wounds: 1d8 + 5 ⇒ (3) + 5 = 8

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Community / Forums / Online Campaigns / Play-by-Post / T1: The Village of Hommlet by hiiamtom All Messageboards

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