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

"Our group came from cities and other places all over and sort of met on the road as a part of a caravan. We were attacked by bandits though we beat them back we lost many we had come with. To recover from the bandits is why we are here. How have the bandits hurt you and your town specifically? How was your apprentice attacked? You religion seems to understand the true balance of nature!"

Glyph noticing his rambling. Shook his head and stopped talking suddenly a little embarrassed.

Need to watch my drinking


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

"Of course sir." Tis'kaliss smiles and deposits a gold coin into the bowl. "Always nice to spend an hour or so getting back to the wilderness. You manage this place?"

Sorry about my absence. My internet has been down for a couple days.


Inti+1|HP:35/35|AC:15|STR+5|CON+5|Prof+2 Rage: 1 |Rage Dmg:+2

Ragna sits and watches his friend teach the young lad. As the day passes Ragna goes his over his armor and weapon. He makes sure that everything is in order. He is patient with Grim. Eventually he goes over Grim Are you going to spend all your time smithing? We need to investigate the bandits. Young man what can you tell me about the bandits

Trying to Persuade the young man
1d20 + 3 ⇒ (7) + 3 = 10


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 rushes back to the Welcome Wench and sees Arda standing outside. He quickly rushes up to her, "Arda, miss .." He abruptly stops and removes the sack he uses as a cap and continues, "sorry miss I nearly forgot me manners in me haste, but we have to hurry and get the others there is great evil afoot."


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

Arda startles at the alarm in Dinkerdink's tone.

"Don't worry my noble friend, evil nary waits for proper manners! Quick, Dinkerdoo, to the others!!"


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 |

"I think I heard some of the others were going over to the smith," Dink yells as he runs toward the smithy.

When he arrives at the smith and sees the dwarves he tries to catch his breath and says, "Dwarves hurry... where are the others .. no time to explain danger ... grab your weapons"


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

Ohhh...this is gonna be good!

As he is just about ready to take a look at his friends armor and weapons, the odd little gnome shows up sounding an alarm.

"What has happened? Is it bandits? Where are we going?"

Grimm calls out all these questions and more as he struggles into his armor and grabs his shield and hammer.


Glyph Harny wrote:

"Our group came from cities and other places all over and sort of met on the road as a part of a caravan. We were attacked by bandits though we beat them back we lost many we had come with. To recover from the bandits is why we are here. How have the bandits hurt you and your town specifically? How was your apprentice attacked? You religion seems to understand the true balance of nature!"

Glyph noticing his rambling. Shook his head and stopped talking suddenly a little embarrassed.

Need to watch my drinking

The braumeister seems to not notice the rambling, and enjoys the verbose conversation. He's a bit chatty, honestly. Phellan! Phellan, this fellow wants to hear about you being attacked. They were struck by bandits and lost their goods coming into town, and wanted to commiserate - and I don't want to trample your story.

A hearty human standing about 6 inches shorter than the braumeitser, and bearing the symbol of St Cuthbert jogs from adjusting the valves on a vat, Yessir? Bandits, sir? Well I don't know they were bandits what attacked me, but I also didn't have anything to steal. I think it was more of a territorial issue. I had gotten a bit lost and got close to that old moathouse-

Phellan! You know that place is cursed!

I know, I know... but that's where they fought me. Luckily the militia training paid off and I escaped with my life. I was exhausted and lost when I ran into Taim setting his fur trap in the woods. He had a cart and wheeled my to the church for healing.

The braumeister claps him on the back, Well good thing too! All of my apprentices are valuable to me and I wouldn't want to lose you to fate yet!

-----

Tis'kaliss wrote:

"Of course sir." Tis'kaliss smiles and deposits a gold coin into the bowl. "Always nice to spend an hour or so getting back to the wilderness. You manage this place?"

Sorry about my absence. My internet has been down for a couple days.

You're too generous, sonny. You're a suspicious creep, but you're welcome in my sanctuary any time, the old man hobbles back to the shack that you can barely see behind the foliage.

You swear you see a large animal turn and head deeper into the brush.

-----

Ragnaganon Thundermountain wrote:
Ragna sits and watches his friend teach the young lad. As the day passes Ragna goes his over his armor and weapon. He makes sure that everything is in order. He is patient with Grim. Eventually he goes over Grim Are you going to spend all your time smithing? We need to investigate the bandits. Young man what can you tell me about the bandits

Bandits? Oh that don't bother me none, I'm more of a lover than a fighter - though I know my size implies otherwise. I'm a student of Jaroo's and I work this smithy to aid the locals, including the militia... but I can't do much in a real fight. If we are attacked my role is to seal the door to the shelter so it doesn't have a lock that can be picked and I'm strong enough to keep pretty big brutes out, he thinks for a moment, Yeah. Whenever a crier gives the signal I am to get to the shelter first and let everyone in and out. It's also why you'll never find me outside of my smithy, the yard, he said pointing a hammer at a junk pile, or my house, pointing the hammer at a small house next to the junk pile.

Smyth the Smith barely finishes his little explanation before Dink and Arda charge into the smithy talking about evil being afoot. Gearing up, the party prepares to follow Dinkerdink to the source of the vileness he uncovered.


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

Suspicious creep?

Tis'kaliss, contented with his donation, wanders blissfully back towards the tavern.


As Dinkerdink rallies the group in the crossroads, Tis'kaliss walks up from the grove.


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

"Oh, hello. You all look excited about something. I'll come too." He seems to be still happy from the grove as he un-clips his scimitars. "I'm assuming we will be killing someone?"


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 hearing Dinkerdink's call to arms Glyph thanks the Brewer and apprentices for their story and turns to leave to see what Dinkerdink was so excited about.

Turning to Marcus,"We should see what is exciting Dinkerdink."

Once Glyph reaches the crossroads he asks Dinkerdink and Arda,

"Where is the threat? What's happening?"


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

Moathouse, huh? Sounds like a good place to root out the devils...

Marcus gives a half-bow to the brewers, chugs the remaining cognac, and lopes after Glyph, quickly overtaking the gnome.

What is all the hubub, Dink?


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 |
Grimm Warhammer wrote:

Ohhh...this is gonna be good!

"What has happened? Is it bandits? Where are we going?"

Tis'kaliss wrote:
"Oh, hello. You all look excited about something. I'll come too." He seems to be still happy from the grove as he un-clips his scimitars. "I'm assuming we will be killing someone?"
Glyph Harny wrote:


Once Glyph reaches the crossroads he asks Dinkerdink and Arda,

"Where is the threat? What's happening?"

Marcus Covell wrote:


What is all the hubub, Dink?

Dink is assailed with questions from his companions and looks around from side to side wide eyed and confused by the barrage. Stammering he stumbles over his words, ”It’s ….. well … I know ... Glyph said … but it’s not like that …. it’s evil follow me.” He catches his breath and runs toward the barn with the small animals.


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

Grimm follows the gnome as fast as he can, still hopping to get his armor set properly over his shoulders. With his shield and hammer, he storms towards the barn.

"Is it more bandits? Have they reached the village?"


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

"Alright then." Tis'kaliss draws his scimitars. "Attack whatever is in the barn. Lets go."


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 |
Grimm Warhammer wrote:

Grimm follows the gnome as fast as he can, still hopping to get his armor set properly over his shoulders. With his shield and hammer, he storms towards the barn.

"Is it more bandits? Have they reached the village?"

"N-no its w-worse" Dinkerdink says on the charge.

Tis'kaliss wrote:
"Alright then." Tis'kaliss draws his scimitars. "Attack whatever is in the barn. Lets go."

Dink comes to an abrupt halt at Tis'kaliss's remarks, "What? No, no attack.... this is a rescue mission. Me and Chewie will free the cotton tails."

Looking around at the others, "Marcus and the dwarves can stand guard outside while Glyph, Arda, and Tis free the other barn animals."


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

"Wait, free animals?" Tis'kaliss asks, halting in his tracks and staring at the gnome. Then, sighing, he massages his temples, "Dink, those animals are there so that people can eat. It is much more efficient than hunting, and is less cruel to the animals."


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 rolls his eyes.

You have GOT to be kidding me? Is there at least a farmer's daughter here?


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 talk sense into Dinkerdink.
"Dinkerdink, calm down the animals here are owned by the farmer. This is their town and their ways. Leave the animals alone."


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

With his helmet still sitting askew on his head, the dwarven cleric looks to the barn door, then to the gnome, and back to the door. A look of bewilderment soon gives way to a gruff grunt, then a snort, and finally a belly shaking laugh.
Tears in his eyes, and his helmet now rolling on the ground, Grimm laughs so hard that he cannot seem to draw a breath.

"And..and..the threat...evil...bunnies..."


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 |
Tis'kaliss wrote:
"Wait, free animals?" Tis'kaliss asks, halting in his tracks and staring at the gnome. Then, sighing, he massages his temples, "Dink, those animals are there so that people can eat. It is much more efficient than hunting, and is less cruel to the animals."

As his companions try to dissuade the gnome he becomes perplexed and responds, ”No, I think the animals would rather be hunted, that’s what I’m trying to tell you all.”

Marcus Covell wrote:

You have GOT to be kidding me? Is there at least a farmer's daughter here?

”I didn’t see any in this barn but they might be held captive in the other barn. We can free them after the animals,” Dink responds.

Glyph Harny wrote:

Glyph attempts to talk sense into Dinkerdink.

"Dinkerdink, calm down the animals here are owned by the farmer. This is their town and their ways. Leave the animals alone."

”Owned? How can you own animals? It’s like saying you own the air or the sun." He continues, "Glyph something is definitely wrong with this town’s ways. You told me earlier that the animals preferred to live in the barn but they don’t be preferring it. Well maybe the geese do but the rabbits definitely don’t be preferring it. Plus all the animals are thinking wrong just like the towns folks thinking is all wrong.”

He waves his arms and gestures wildly, ”The townsfolk are charging for things that should be held in common with the whole community and shared with travelers. Remember they charged gold and silver for food and baths!”

Grimm Warhammer wrote:

Grimm laughs so hard that he cannot seem to draw a breath.

"And..and..the threat...evil...bunnies..."

"Not true, well they may be evil but they're also scared and not preferring to live in the barn," Dink asserts.


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, hears Dinkerdink's frantic rambling.
"So you are concerned about the rabbits, right? Allow me to negotiate their release. The farmers would be decimated by our mighty force and I think we should show mercy and open talks. Let me just go talk some strategy with the others."

Glyph whispers over to all but Dinkerdink.

To all but Dink:

"Lets buy the rabbits from the farmer and liberate them from the captors then never let Dinkerdink near farm animals again. Agreed?"


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

"Charging money for baths is something that is done in a town. Wait..." Tis'kaliss gets a glint in his eye, "Do you know if there is anything in the barns besides animals? Maybe something we could keep for ourselves?"


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 |
Glyph Harny wrote:

Glyph, hears Dinkerdink's frantic rambling.

"So you are concerned about the rabbits, right? Allow me to negotiate their release. The farmers would be decimated by our mighty force and I think we should show mercy and open talks. Let me just go talk some strategy with the others."

Dink considers Glyph’s advice and nods his head in agreement, ”Negotiation is always wise.” Then his eyes go wide and he exclaims, ”But what about the baths and stuff?”

Tis'kaliss wrote:
"Charging money for baths is something that is done in a town. Wait..." Tis'kaliss gets a glint in his eye, "Do you know if there is anything in the barns besides animals? Maybe something we could keep for ourselves?"

Dink considers these comments and asks, but why do they do it? When Tis'kaliss brings up the idea of taking items form the barn he admonishes him, "We should no be taking stuff Tis'kaliss those ideas are at the root of whats wrong with this town. This behavior must not continue. Feel the burning stare of my squirrel and change your ways!"


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

"Dink, every town is like this." Tis'kaliss says, while sneakily taking a step away from the staring squirrel, "Would you change the ways of a thousand million people for your beliefs?"

"Also, I don't think your squirrel is actually a squirrel. Some sort of other thing, like a fairy...I detected it earlier."


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 replies to Dinkerdink.

"You just conceded to the merit of negotiation. Well this town and many peoples negotiated long ago that things would be charged for in their towns. If you want to take on ancient tradition negotiated long ago, you can try... but I think it would be easier to convince a grizzly bear to not eat fish ever again."


The call to action and subsequent conversation has drawn a lot of attention. People have left their wagons in the road to stop and watch the conversation and a few of the locals are not hiding their amusement as they whisper to each other and occasionally pointing.


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 |
Glyph Harny wrote:

Glyph replies to Dinkerdink.

"You just conceded to the merit of negotiation. Well this town and many peoples negotiated long ago that things would be charged for in their towns. If you want to take on ancient tradition negotiated long ago, you can try... but I think it would be easier to convince a grizzly bear to not eat fish ever again."

Finally, someone is making sense, Dink thinks. Aloud he responds, "why didn't you just say so in the first place."

"Lets go Chewie," he says as he begins walking back toward the inn. He takes a dozen steps and turns around, "well theoretically you supply the bear with honey and berries and that might dissuade him from eating fish." He turns around and continues walking, you can hear his voice fading into the distance, "or hypothetically speaking you could...."


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 address the locals interested in our parties commotion.'

"Would you all happen to know the farmer who is keeping some rabbits? I'm apparently going to need to talk to him."


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

"I'll go with you, Glyph." Tis'kaliss says.


Inti+1|HP:35/35|AC:15|STR+5|CON+5|Prof+2 Rage: 1 |Rage Dmg:+2

Ragna runs to the aid of the half elf paladin. After hearing the conversation, he goes back to town with Grim. He keeps his eyes open wide and wonders what else going on in the town.


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

Picking up his helmet and continuing to wipe his eyes, Grimm heads back to the forge with Ragna, occasionally breaking out into giggles while says "killer bunnies".


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

DM are we able to find the farmer?

Glyph is delighted he won't need to clear this up all alone.
"Thanks Tis'kaliss for the support this is a funny mess we are in."


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 has simply had enough. He strides after the dwarves, as he yells back over his shoulder.

Dink, I believe that you have lost your mind, but mayhap Glyph can put your addled brain to rest?


As the party goes their own way (I'm honestly not sure where Dink is going now); Glyph and Tis'kaliss head to the large farmhouse of this prosperous farm that Dinkerdink has taken umbrage with given direction by the locals.

Entering the yard immediately two large dogs start barking from their kennel. A large woman with a bright face and blonde hair you recognize from your trip into town comes to the door. Seeing you are the edge of the lawn she calls out, You lot certainly clean up nice. Anything I can help y'all with, strangers?

-----

Getting back to the smith, Smyth asks What was that all about? Your friend seemed hot to trot!


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

Ha, ha, ha. I never heard "hot to trot" used in THAT fashion before. I usually reserve that for a fine lass. Our friend is a bit off his rocker, running around and worried about the imprisonment of farm animals. His hear is in the right place, but likely not his mind.


I can sympathize, when I was a wee little boy I thought much the same thing. Maybe he should talk to Jaroo? Jaroo knows a lot about those things.


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 begins explaining the situation to friendly woman.
"I hear you keep rabbits and we would like to buy your rabbits, if possible. I was hoping that we could come to a fair price. They would be a gift for a friend. Can we talk about a price?"


Well that's an unusual request. Normally we just sell to the Inn because the cook there likes to use rabbit meat. Ol' Twitchy is pretty much only used for breeding stock these days, but it's easy to catch a few wild ones and begin anew for the right price, the woman says wiping hands on her apron and walking out to the front gate to meet you, Since you folks are new here, maybe we just make a trade. My varmint traps are all made from wood and wicker, but the rascals will chew through it if I don't check them all the time. Smyth claims he can't make anything that complicated, and those trappers want an arm and a leg for something like that. You get me two traps and I will give you my rabbits. She smiles brightly and fixes her hair that has fallen from the bun it was in.

The cost of the metal traps is 5GP each, and rabbits typically go for about 5EP to 1GP apiece wholesale. There were five rabbits in the cages.


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 heads back to the Inn and contemplates, " how would you convince a grizzly bear to not eat fish ever again."


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 responds the trap idea.

"Lets see what we can do about traps. I may be able to get those traps."

With that Glyph travels to the smithy to talk to Grimm about trap crafting.

Perhaps I can get a materials discount if the blacksmith learns something

Addressing the men at the smithy.
"It appears the ransom for the rabbits Dinkerdink is excited about is some varmint traps. I was wondering if we could craft those here with our collective skills?"


Did Brendanne ask you about traps? She came here last week after the trappers were only willing to give up their traps for 20 gold each. I told her that I wasn't up to snuff, but I give my forge to you to make some cages and mechanisms. Gnomes are supposed to be good with those little clockwork things, right?


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

"Bah..any dwarf worth the soot in his forge can fashion such items. Give me a day or two and I'll have some traps fer ya. Do you want them to capture the critters alive, or kill'em?"

Grimm thinks for a moment and then says, "Wait, ain't we suppose to be doing something here about them bandits? Maybe make some traps to stop them plundering sons of a whor...err...dog..."


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 liking the response the men at the forge.
"Well then we have a design and I was hoping that we could make the traps not kill. Would you like to learn how to make traps from Grimm and perhaps help us on the materials cost?

Also to the means and manners of the traps, considering the rabbits I saw and the nature of Dinkerdink, I think we should capture the rabbits alive.

On the matter of bandit traps, That could be useful... Maybe our group would like those, but I can see a profit if the town would requisition such devices."


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

A well-hidden bear trap could do alot of damage to the bandits.


Smyth scratches his head, I'd be interesting in learning more about traps, but I don't want to kill anyone. I would fell weird about the traps. I mean, the weapons were a tough sell to begin with but I would somehow feel more responsible if it were a trap I made. Smyth shifts a little, Does that make sense?


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

"Well, what about trapping traps?" Tis'kaliss asks, "Then we could simply put the bandits in prison."


Like what? I only know about things like hunter traps like the traders have. Those would break the leg of most people...


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

"Better than killing them. A broken leg can be healed, especially with magic. Which we have some of."

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