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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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 steps forward and draws his weapon.


Grimm opens the door and finds himself face to face with an Ogre who is already moving to the door. The creature smiles a toothy grin smeared with blood and says, Cor, things are coming up Lubash!

Initiative:
Ogre Initiative: 1d20 - 1 ⇒ (4) - 1 = 3

Grimm: 1d20 ⇒ 5
Marcus: 1d20 + 5 ⇒ (14) + 5 = 19
Arda: 1d20 + 4 ⇒ (19) + 4 = 23
Glyph: 1d20 + 2 ⇒ (19) + 2 = 21
Lenthus: 1d20 + 2 ⇒ (14) + 2 = 16

Order:

  • You guys
  • The ogre
  • There is a large oak door to the south of this smelly room.

    You all 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 is surprised to see the ogre inside the room. He quickly gathers his whits and casts a spell on the ogre.

    Sleep: 5d8 ⇒ (7, 1, 6, 8, 6) = 28
    Glyph attempts to not also sleep his companions so will adjust for the radius of the spell to avoid them.


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

    Arda resumes her humanoid form (if she hadn't already, I lost track of time) and draws her scimitar, ready to attack but waiting to see what Glyph's spell does.


    Glyph's spell is cast, but the spell has no effect on the ogre. Arda emerges from a pile of insects in the room next to the rest of you.

    It has over 28HP. I'll give a little more time to submit actions.


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

    Flinging the door shut, Grimm yells at the others.

    "Ogres! Get ready to flank them. I will stand to the fore and try to keep them busy."

    That said, the dwarf takes a step back, allowing only enouogh room for 1 ogre at a time to enter the space before him and allowing two of his companions the chance to get on either side of the beast and attack. He also says a quick prayer to gain protection from physical damage Shield of Faith, +2 AC - new AC=20

    I am hoping this will allow the others to gain advantage during their attacks, as well as us only having to face one creature at a time. I hope!!


    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 next to Grimm, awaiti g them to come through the door, one at a time.

    Do they?


    Not sure how the impression of two ogres was given, there is only one.

    The ogre seemlessly picks up a well-used spear and hurls it through the doorway, getting within 10ft of the door.

    Ranged Attack: 1d20 + 6 ⇒ (19) + 6 = 25
    Damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10 piercing damage

    The spear strikes Grimm with a powerful blow.

    Grimm Concentration: 1d20 + 1 ⇒ (9) + 1 = 10

    His shield waivers, but his faith holds strong maintaining the spell.

    Round 2

    Lenthus conjures a blob of grease that instantly spreads out in front of the ogre's footsteps.

    Ogre Dex Save: 1d20 - 1 ⇒ (6) - 1 = 5

    The ogre slips in a spectacular pratfall and lands on its back in the grease.

    You may all 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 disappointed that his enchantment didn't work attacks the ogre.

    Firebolt: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d10 ⇒ 6


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

    Just a quick question...did the door get shut after the spear flew through, or did the spear go through the door?? Mot sure if it is open or closed at the moment. Thanks


    The door was opened and initiative was rolled, no one closed the door so the door is still open. The spear came through the open door to hit Grimm who had moved in front of the doorway.


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

    Actually Grimm said he closed the door then warned the others about the ogre...but it does not really matter was just not sure what had happened is all


    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

    Darn I missed the closing of the door, that was quick thinking. I guess my firebolt is aimed at a door.


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

    I think your initiative was before mine, so it might still have gone through...


    I missed "flinging the door shut" line in the post, because I'm blind!

    Disadvantage(Ogre Attack): 1d20 + 6 ⇒ (9) + 6 = 15

    The spear splits the door and flies into the room missing everyone entirely, and leaving a fist sized hole in the door.

    Grim was not injured.

    Glyph and Lenthus still had visibility for spells. The Ogre is still knocked prone.


    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

    Ready to post an action, assuming O can open the door and attack the prone ogre in the same turn? Do we get advantage for a melee attack against a prone opponent?


    Absolutely, opening/closing a door is an incidental and not an action. And yes, prone means advantage for melee and disadvantage for ranged.


    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

    Roind 1, Man at Arms, Action Surge

    Marcus rushes through the doir and sytemps to skewer the prone ogre, sacrificing accuracy for a deeper thrust.

    Rapier Att: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
    Rapier Att Adv: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
    Rapier Dam: 1d8 + 4 + 2 + 8 ⇒ (2) + 4 + 2 + 8 = 16

    With a surge of action, Marcus attacks again.

    Rapier Att: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
    Rapier Att Adv: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
    Rapier Dam: 1d8 + 4 + 2 + 8 ⇒ (3) + 4 + 2 + 8 = 17


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

    Moving through the now open doorway, Grimm raises his hammer and slams it down on the prone ogre.

    Attack: 1d20 + 5 ⇒ (14) + 5 = 19

    Attack(adv.): 1d20 + 5 ⇒ (6) + 5 = 11

    Damage: 1d8 + 3 ⇒ (1) + 3 = 4


    Disadvantage(firebolt): 1d20 + 5 ⇒ (7) + 5 = 12
    Arda Attack: 1d20 + 4 ⇒ (8) + 4 = 12, Arda Advantage: 1d20 + 4 ⇒ (3) + 4 = 7
    Scimtar Damage: 1d6 + 2 ⇒ (2) + 2 = 4

    The grease left the Ogre, who was already an easy target, wide open. The blows wail in him critically injuring him. Had he not already been wounded from a previous encounter he might of survived, but instead he falls to a grisly death.

    His hovel is a large room with a door to the south (a large oak door), and west (west is where you entered from). There is a pile of rags and what appears to be meaty chunks that must be a bed, and there is a large oak chest in the dark 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 moves into the room to inspect the chest for locks, traps and an understanding of its general construction.

    Perception: 1d20 + 2 ⇒ (7) + 2 = 9


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

    Arda joins Glyph in examining the chest for locks and traps as she starts fishing around in her pack for her tools.

    Perception: 1d20 + 4 ⇒ (3) + 4 = 7

    She hunches over the chest next to Glyph and just stares at it, scratching her head.


    Glyph only glances into the chest for a moment, before he sees a familiar gnomish beard in the rags. He discovers the fate of Dinkerdink, now half eaten and saved for a bedtime snack.


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

    "Dinkerdoo!"

    Arda gives the dead ogre a swift kick just for spite. Living on the streets, she lost many friends, so she knows that death awaits us all. That doesn't make her any happier about it. She spits on the corpse and moves on to listen at the large oak door.

    Wisdom Perception: 1d20 + 4 ⇒ (18) + 4 = 22


    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

    Poor Poor Dinkerdink

    Glyph turns back to the chest and attempt to check its contents.


    Arda

    You hear light, nearly inaudible sobbing from behind the door.

    Glyph

    The chest is unlocked, and is mostly filled with beads and shiny things with no value. However, there are coins in mixed in the trash and a fine but dirtied cloak at the bottom.

    It would take a long time to sort through everything in this chest to get the coins out.


    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

    How big is this chest? how much stuff is there? Is it a enough that we could take the cloak dump the contents of the chest into it tie it up into a makeshift sack?


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

    Going over to the remains of the gnome, Grimm says a short prayer to the dead to help his spirit on its way.

    "Poor lad...no one deserves to go like that! I hope his spirit can rest and complete its journey to its final resting place."


    If you want to take the chest, two of you could carry it but you would both be encumbered.


    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 addresses the party as is examines the chest.

    There are coins in this chest and some trash. There's also a nice cloak. I'm thinking we take the chest and sift through it later or we just take the cloak now.

    Glyph pauses and anyone could tell an idea has come to his mind.

    If we decide to take the chest, I think I know how we won't need to carry it.


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

    "There's someone crying in here, fellas!"

    Arda checks this door for traps and then sees if it's locked.

    Perception: 1d20 + 4 ⇒ (14) + 4 = 18

    If there the answer appears to her to be "No" to both of those, she'll go ahead and open the door.


    Arda sees the door is not trapped, and attempts to open it but sees there is a thick iron beam barricading the door about 9 feet in the air. It would be difficult to reach this height with enough strength to remove the barricade standing on the floor - a feat an ogre would accomplish effortlessly. Whatever is past this door, it is what this ogre treasured most.


    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

    Hearing Arda, Glyph turns from the chest and looks at the door.

    Well if any of you tall folk feels like he can unbar the door I'm open to hear about it. If not, I think I have just the right spell but it makes an awful lot of noise.


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

    "I don't have nothing that would help. Maybe Marcus could use a big stick or something to push it up?"

    Arda also looks around to see if there are any beams overhead they might be able to loop a rope over.


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

    Grimm chuckles and looks around and his eyes settle on Marcus.

    "Well lad, looks like it will be up to you!"


    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 steps forward with a smile and spits on his hands.

    Well, I normally like to use pizzaz and finesse to thwart my opponents, but I will give it a go.

    He attempts to unbar the door.

    STR: 1d20 + 2 ⇒ (4) + 2 = 6


    Marcus gets a boost but the bar is heavy and awkward, and he looses his footing falling to the ground with the beam speeding towards him.

    Marcus Dexterity Save: 1d20 + 3 ⇒ (1) + 3 = 4

    He moves too slow and the beam cracks his head.

    Damage: 1d10 ⇒ 5 bludgeoning

    The damage stuns him for a moment, but he is mostly fine.


    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

    Ouch, thanks for opening the door.

    Glyph moves to open the door. Assuming its heavy he says,

    Lets open this together.


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

    "Achh lad, that is one way of opening the door! Let me take a look at that wee bump"

    Cure Light Wounds: 1d8 + 3 ⇒ (5) + 3 = 8


    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

    Thanks, Grimm. My mother always said I should use my head more.


    That was Grimm's last 1st level spell.

    The oak door opens easily enough, and inside you find the ogre's pantry. There are stores of alcohol and rotting meat along with a few set of manacles nailed to the floor. There's also several bags of grain and some bowls sized for smaller creatures.

    In the manacles are a dead body and a live one, both you recognize as merchants from the caravan you were protecting. The now naked human man is lying face down and not moving but the pudgy gnome shrieks at first but then calms when he recognizes you.

    Glyph... Marcus!? I can't believe it! We have to get out of here, these bandits are psychotic. Get me out of these chains, I think I'm the last one left. Had that other gnome not come along I would have been eaten already! Did you kill that damned ogre?


    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 says in a calm even voice.

    The ogre is dead so you can calm down. We would love to learn more about these bandits. You say they are psychotic, what have you seen?

    While waiting for a response Glyph begins look around the room for keys to the manacles.

    Perception: 1d20 + 2 ⇒ (15) + 2 = 17


    Glyph sees that there is no lock, just a bent nail the ogre used to close the manacles. Like the door, he was just relying on his size and strength to keep it locked. The nail in the floor is the same way, it appears to be a climbing piton driven through a link the in the chain.

    Glyph does notice the scuff marks from the barrels of alcohol being dragged in place don't move towards the room full of trash, they appear to have been dragged from the eastern wall which is noticeably more clean than the rest of the room.

    The Gnome (named Murph) says, They're not really bandits, they are a cult. That mark you see on the cloak - the yellow eye - that is their insignia. Their leader is a blonde human, he seems nice but that's because he is so cold. I don't know what they are doing, but that man is the one who has gathered the ogres and gnolls down here. They report to him, and he will probably notice the ogre is dead soon I hear two guards making rounds every hour or so.


    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 Glyph's examination of the room for the key he says.

    Hey Murph I think I can take care of those manacles, do you know of anything special about that eastern wall. It's cleaner than the rest of this crap hole.

    Glyph moves his fingers over the nail in the manacles working on its structure to turn the nail to wood.

    Glyph is using his Minor Alchemy ability to change the nails to wood making it easier to break.


    The wood is easy to break, and the manacles fall to the ground.

    The process takes about 10 minutes, what does everyone else do?

    1d8 ⇒ 7


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

    Arda searches around the eastern wall for anything unusual about that to indicate why it's seems so different.

    Wisdom Perception: 1d20 + 4 ⇒ (1) + 4 = 5

    Yeesh! Hopefully she can at least find the wall!


    As Arda examines the wall it swings out and bumps her in the chest, the secret door in the wall has cracked open even though Arda doesn't know what she did to activate it.


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

    "Oof!" Arda blinks for a moment at the opening, and then smiles to the rest of the group. "Hey, fellas, I found a hidden door. You see, growing up on the streets and running from the law, you learn how to uncover these sortsa things."

    Drawing her sword, she looks inside.


    Arda peaks into the door and is met with a gnarly morningstar being brought down onto her face by a burly, furry arm.

    SURPRISE: 1d20 + 4 ⇒ (20) + 4 = 24, Advantage: 1d20 + 4 ⇒ (16) + 4 = 20 Uh-oh...
    Damage: 4d8 + 4d6 + 2 ⇒ (1, 2, 3, 2) + (2, 6, 3, 2) + 2 = 23

    Arda is bowled over backwards, immediately knocked unconscious as she opens the door revealing a group of three bugbears who throw javelins into the room.

    Bugbear Attack: 1d20 + 4 ⇒ (15) + 4 = 19, Advantage: 1d20 + 4 ⇒ (4) + 4 = 8
    Damage: 4d6 + 2 ⇒ (2, 3, 3, 6) + 2 = 16

    Bugbear Attack: 1d20 + 4 ⇒ (18) + 4 = 22, Advantage: 1d20 + 4 ⇒ (3) + 4 = 7
    Damage: 4d6 + 2 ⇒ (1, 4, 6, 1) + 2 = 14

    The only one visible at the time was poor Lenthus who is run through twice and falls to the floor.

    Initiative:
    Bugbear Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

    Grimm: 1d20 ⇒ 15
    Marcus: 1d20 + 5 ⇒ (20) + 5 = 25
    Arda: 1d20 + 4 ⇒ (17) + 4 = 21
    Glyph: 1d20 + 2 ⇒ (13) + 2 = 15
    Lenthus: 1d20 + 2 ⇒ (4) + 2 = 6

    Lenthus Death Save: 1d20 ⇒ 6 Failed

    You may all act! Arda must make a death saving throw.


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

    Yikes! Sorry, gang! Good luck! :)

    Death save: 1d20 ⇒ 8

    Successes: 0
    Failures: 1

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