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 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 keeps up the attack on the injured panther, cutting to sever it's head.

Scimitar 1: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Scimitar 2: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 ⇒ 5


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, Precision Attack - 2/4 Superiority Dice Used, Good Call on Defensive Duelist!

Marcus tries to end the Panther-like creature.

Rapier Att: 1d20 + 5 + 1d8 ⇒ (2) + 5 + (2) = 9
Rapier Dam: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13


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

Grimm pounds along after the others, waiting until he is within striking distance to unleash his hammer.


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

Arda continues advancing. She begins to prepare a spell. As much as she dislikes forests, the abundant plant life can be useful. Since stealth is long abandoned, she tries calling out to Tis'kaliss and Marcus, "I can try ta get the plants to nab 'em, if it'd help ya!"


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

"JUST HELP!" Tis'kaliss yells, desperately trying to avoid the tentacles, "I DON'T LIKE THESE THINGS!"


Sorry, for some reason I thought I posted this already!

Marcus, Tis'kaliss, and the dogs continue to attack the panther (only Tisk's offhand hit).

Panther Tentacle Attack: 1d20 + 6 ⇒ (16) + 6 = 22 -> Hits Tis'kaliss
Tentacle Damage: 1d6 + 4 ⇒ (3) + 4 = 7 bludgeoning and Tentacle Damage: 1d6 ⇒ 5 piercing damage (12 total)

Panther Tentacle Attack: 1d20 + 6 ⇒ (16) + 6 = 22 -> Hits Marcus
Tentacle Damage: 1d6 + 4 ⇒ (6) + 4 = 10 bludgeoning and Tentacle Damage: 1d6 ⇒ 3 piercing damage (13 total)

The other panther keeps its attack focused on the heroes.

Panther Tentacle Attack: 1d20 + 6 ⇒ (18) + 6 = 24 -> Hits Tis'kaliss
Tentacle Damage: 1d6 + 4 ⇒ (1) + 4 = 5 bludgeoning and Tentacle Damage: 1d6 ⇒ 1 piercing damage (6 total)

Panther Tentacle Attack: 1d20 + 6 ⇒ (10) + 6 = 16 -> Misses Marcus

Dog Damage: 2d6 + 3 ⇒ (6, 6) + 3 = 15

Things seems to be swaying heavily against these panthers! Keep it up, don't let them raly!

Number of dogs: 6

One beast has taken 78 damage, the other is unhamred.

Everyone may act. Grimm, Dinkerdink, Ragnaganon, and Glyph are 50ft away from the melee; Arda is 40ft away. The creatures have 1/2 cover at this range in the overgrown road.


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

Still not close enough to strike, Grimm dashes forward until he is nose-to-nose with the big cat.

Dash 50' to combat


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 targets the nearest dog and begins to cast.
Fire Bolt Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d10 ⇒ 8


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 slices at the injured one, as he is bleeding heavily

Scimitar 1: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Scimitar 2: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 ⇒ 6


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 - 3/4 Superiority Dice Used

Marcus parries the tentacle attack with his reaction.

Parry: 1d8 + 3 ⇒ (1) + 3 = 4

Reduces damage to 9

He then stabs at the creature again.

Rapier Att: 1d20 + 5 ⇒ (11) + 5 = 16
Rapier Dam: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8


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 runs forward and hurls a mote of fire at one of the tentacled beasts.

Move 25 feet , cast fire bolt

Firebolt: 1d20 + 4 ⇒ (13) + 4 = 17
Bolt Damage: 1d10 ⇒ 5


I'll give a bit more time...


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

If it is possible to create a 20 foot square that includes at least one panther (preferably the unharmed one) without including the PCs, Arda will cast Entangle (DC 12). Her preference is to include the 2nd panther if possible. She doesn't care either way about the dogs.

Arda then draws her scimitar and hurries toward the injured panther.

"Something tells me these ain't the bandits we were looking for!"


I can give you 1 panther and 0 players, or both panthers and 1 player caught. You can choose the player.


Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14
hiiamtom wrote:
I can give you 1 panther and 0 players, or both panthers and 1 player caught. You can choose the player.

Hmm... tempting, but Arda would go with 1 panther and 0 players. Unharmed one preferred, but whichever possible.


Marcus Disadvantage: 1d20 + 5 ⇒ (2) + 5 = 7
Glyph Disadvantage: 1d20 + 5 ⇒ (4) + 5 = 9
Dinkerdink Disadvantage: 1d20 + 5 ⇒ (18) + 5 = 23

Tis'kaliss' scimitar strikes down the first panther, cutting the creature's neck deep and causing it to bleed on the forest floor. His follow-up strike against the other beast is too slow and the creature moves aside.

It does leave Marcus an opening to pierce the beast, but there is no resistance as he only punctures an illusion of the creature. Glyph and Dinkerdink tried to pin it down with fire bolts, and while Glyph's whizzes through the illusion Dinkerdink's was at an angle to strike the creature. The illusion fades and the creature bearing a fresh wound can be seen clearly.

Ragnaganon and Grim charge forward into the melee as Arda captures the beast in her snare of vines.

Panther Strength Save: 1d20 + 4 ⇒ (3) + 4 = 7

Not expecting to be seen and captured, the beast is restrained.

Dog Strength Save: 1d20 + 1 ⇒ (9) + 1 = 10
Dog Strength Save: 1d20 + 1 ⇒ (8) + 1 = 9
Dog Strength Save: 1d20 + 1 ⇒ (3) + 1 = 4

... she also captures three of the dogs.

Panther Strength Save: 1d20 + 4 ⇒ (13) + 4 = 17

The panther breaks free of its bonds and retreats to far side of the spell effect, putting 20ft between itself and its attackers. The restrained dogs vanish with a popping noise and appear outside the range of the spell near the panther.

Recharge: 1d6 ⇒ 4
Recharge: 1d6 ⇒ 6
Recharge: 1d6 ⇒ 3

The rest also vanish with a pop and cut off the panther's potential escape on the other side of the entangle effect.

Recharge: 1d6 ⇒ 6
Recharge: 1d6 ⇒ 3
Recharge: 1d6 ⇒ 5

There is a 20ft gap of difficult terrain between Grimm, Ragnaganon, Tis'kaliss, and Marcus. Arda is 40ft from the panther, Glyph and Dinkerdink is 50ft.

There is no way to avoid difficult terrain on foot.

Number of dogs: 6

One beast has taken 87 damage and has died, the other has taken 5 damage.

Everyone 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 moves 25ft and tries again.
I will not miss again.

Fire Bolt Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Fire Bolt Attack Disadvantage: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d10 ⇒ 8


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

Arda ends the spell and stops running. "Sorry about that, fellas. I knew I shouldn't have trusted the plants!"

She then shudders and falls to the ground. Dozens of tiny legs sprout from her sides as Arda, and all her equipment, form into a giant centipede. The 3-foot long creature moves toward the panther.

I will get more detailed stats together shortly, but at the very least AC 13, hp 4, movement 30'.


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, hurting, slashes at the panther, his swords coming up on either side of it's head.

Scimitar 1: 1d20 + 5 ⇒ (4) + 5 = 9
Damage 1: 1d6 + 3 ⇒ (6) + 3 = 9

Scimitar 2: 1d20 + 5 ⇒ (3) + 5 = 8
Damage 1: 1d6 ⇒ 3


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

Trudging on, Grimm moves through the difficult terrain directly for the great, black cat.

So I can move 25' and to dash is double, but as it is difficult terrain it cost me 1 extra foot for each foot travelled, so that would mean 40' used to travel the 20'..correct? If that is the case, and Grimm can dash, he will still be able to take a bonus action once he reaches the displacer, right??

Swinging his hammer in both hands, he lets loose a dwarven warcry.

Attack-melee: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d10 + 3 ⇒ (9) + 3 = 12


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

Trudging on, Grimm moves through the difficult terrain directly for the great, black cat.

So I can move 25' and to dash is double, but as it is difficult terrain it cost me 1 extra foot for each foot travelled, so that would mean 40' used to travel the 20'..correct? If that is the case, and Grimm can dash, he will still be able to take a bonus action once he reaches the displacer, right??

The DM can correct me if I'm wrong, and I don't know about initiative order, but if you go after Arda, the difficult terrain should be gone when she stopped concentrating on the spell.


It's kinda loose on the initiative due to the restrictions of PbP games, I don't have an issue with you dropping the spell at the top of the order.


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

If that is the case, then I just save the bonus action (I have 2 bonus attacks/rest) and just attack. Thanks for clearing that up Arda and Hiiamtom


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 5, 3/4 Superiority Dice Used

Marcus dances across the difficult terrain and lunges at the a panther with his rapier.

Rapier Att[/dice: 1d20 + 5 ⇒ (7) + 5 = 12
Rapier Dam: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 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 moves in tandem with glyph and fires another bolt.

Fire Bolt: 1d20 + 4 ⇒ (1) + 4 = 5
Disadvantage: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d10 ⇒ 5


Arda drops her spell and vanishes from sight nearly immediately as her form changes to a centipede and she rushes forward along with Ragnaganon as he enters a rage. They reach the panther together, Ragnaganon grasping the beast with his massive hands.

Ragnaganon Strength(Athletics): 1d20 + 5 ⇒ (2) + 5 = 7.Ragnaganon Advantage: 1d20 + 5 ⇒ (19) + 5 = 24
Panther Strength(Athletics): 1d20 + 4 ⇒ (18) + 4 = 22

He manages to secure one of the beast's legs, hooking it on the spikes of his armor dealing 3 piercing damage.

The hold does nothing for Tis'kaliss who can't find a clean hit with teh tentacles harrying him, but Grimm charges forward with a crushing blow to the flank of the creature. The jerky motion following the attack means Marcus misses with the following attack.

Firebolts fired from this distance went awry, Dinkderdink's not even coming within 15 feet while Glyph's strikes much closer - hitting the others attacking the creature.

1d5 ⇒ 1 -> Arda takes 8 fire damage

Panther Tentacle Attack: 1d20 + 6 ⇒ (5) + 6 = 11 -> Misses Ragnaganon
Panther Tentacle Attack: 1d20 + 6 ⇒ (18) + 6 = 24 -> strikes Grimm
Tentacle Damage: 1d6 + 4 ⇒ (1) + 4 = 5 bludgeoning damage and 1d6 ⇒ 3 piercing damage.

The dogs join into the melee, biting and tearing at the panther.

Dog Damage: 3d6 + 3 ⇒ (2, 5, 3) + 3 = 13

Most of you are engaged with the grappled panther, Glyph and Dinkerdink are 50ft away.

Number of dogs: 6

One beast has taken 87 damage and has died, the other has taken 33 damage.

Everyone may act!


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 retreats now that the others are near, trying to give himself a chance to recuperate.

Taking the disengage action, and moving 20 feet away. Stowing a scimitar.


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 6, 3/4 Superiority Dice Used

Marco continues his attack on the panther.

Rapier Att: 1d20 + 5 ⇒ (18) + 5 = 23
Rapier Dam: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13


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 |

Roud 6
I believe Glyoph and I are only 25ft away. will move to about 15 feet away

Dink moves up and launches his hand-axe at the remaining panther. Again after the attack the hand-axe magically appears in his hand.

Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Attack (Disadvantage): 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


You're right, I missed the movement.


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

Grimm again swings with his warhammer. The first strike misses, but the second seems to be on target and looks like it slams into the tentacled panther.

Attack-melee: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d10 + 3 ⇒ (9) + 3 = 12

Bonus Attack-melee: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 + 3 ⇒ (8) + 3 = 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 follows after Dink is now 15ft away

Glyph pauses not wanting to risk hitting a friend again and waits to see if the panther is downed by his companions.


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

The giant centipede skitters toward the panther and attempts to bite the it. Unfortunately, the mandibles find nothing but air.

Bite Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Bite Damage: 1d4 + 2 ⇒ (4) + 2 = 6
And DC 11 Constitution save or poisoned: Poison Damage: 3d6 ⇒ (4, 4, 2) = 10

Centipede shape: AC 13, hp 4


Ragnaganon continues his rage, jabbing at the creature while wrestling with it.

Ragnaganon Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Javelin Damage: 2d6 + 5 ⇒ (1, 3) + 5 = 9

Ragnaganon Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Armor Damage: 1d4 + 5 ⇒ (1) + 5 = 6

The savagery of his attack gives an opening for Tis'kaliss to back away, and for Dinkerdink's ax to land a clean hit.

Critical Roll: 1d6 ⇒ 3

Reeling, the creature continues to be hammered by Marcus and Grimm. Even avoiding some attacks, it is badly hurt and captured. It tries to escape.

Panther Strength(Athletics): 1d20 + 4 ⇒ (4) + 4 = 8
Ragnaganon Strength(Athletics): 1d20 + 5 ⇒ (16) + 5 = 21, Ragnaganon Advantage: 1d20 + 5 ⇒ (9) + 5 = 14[ooc]dealing 3 piercing damage.

In a horrible display, the dogs pile onto the beast. They show no mercy to the wounded creature as they cause massive wounds.

Dog Damage: 3d6 + 3 ⇒ (3, 3, 3) + 3 = 12

The creature stops moving, laying still in Ragnaganon's grasp.

Bth beasts are dead, you are free to act.


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 moves away from the dogs, and flips a knife into his hands in case they attempt to attack.

Moving as far back as possible, and readying an action to throw the knife if the dogs try to attack.

Readied Dagger: 1d20 + 5 ⇒ (7) + 5 = 12
Long Range Disadvantage: 1d20 + 5 ⇒ (10) + 5 = 15
Possible Damage: 1d4 + 3 ⇒ (4) + 3 = 7


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 remains where he is.

The way that panther moved and those tentacles what is that thing?

Intelligence: 1d20 + 5 ⇒ (15) + 5 = 20


Glyph recognizes these creatures as relatively common occurrences where the feywild and material plane brush together. The panthers are in fact displacer beasts, savage hunters originating from the depths of the feywild and corrupted by the Unseelie Court. The dogs are clearly Blink Dogs, loyal and faithful creatures who oppose displacer beasts and their Unseelie origins. They are known to fight to the death on sight, and the battle must have spooked the elk into stampeding.


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 takes a defense posture (Dodge) as he backs off, brandishing his rapier before him.

Do we need to fight these guys as well?


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

We can leave the dogs alone, they were riled up by the panther displacer beast creature. We should be on the look out for other things like this displacer beast. The feywild and this land must be close.


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 |

"Chewie says doggies stay," Dink orders the blink dogs.

He looks to his companions and asks, "Back to the business at hand?"


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

The giant centipede makes a couple threatening lunges at the dogs in hopes of scaring them off. Arda remains in that form briefly to both make sure the dogs are not a threat and see what the rest of the group plans to do.

Charisma check for intimidating: 1d20 ⇒ 15


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

Bending over, hands on knees, Grimm sucks in huge lung-fulls of air.

"Whew..not much fer running into battle, but glad I was able to get a few licks in on that beast! Lets just take a moment here to rest before carrying on, and maybe thank our 4-legged friends here fer assisting in destroying a threat to all those who live in this area!"

Digging through his pack, Grimm removes a few rations and throws them to the blink dogs.

"Wish I had something better to reward ye with, but I hope that and the thanks o' a priest of the All-Father will do."


The dogs run off into the woods a couple grabbing the rations before teleporting away out of sight.

The path in this forest has become covered in roots and small vegetation, but thanks to gravel and years of use you can still pick your way through the forest easily. In another few hours you emerge from spotted growth as the landscape becomes more precarious.

The road is cut from the side of a mountain with a steep slope on the north side climbing up a hundred feet, and the south face dropping quickly just as far. You wind around the side of this small mountain as the road turns north to reveal another crossroads in the far distance.

The road splits north winding further and rising and falling over these small mountains and vanishing into a small forest. Above this small forest is a strange sight. There is a tower of stone rising out of a flat disk of earth floating above the tops of the trees. There is no indication of how or why this thing is there.

The eastern fork folds back over itself descending the side of the mountain to a low point of mostly grassy lands that eventually becomes the great tress of the Gnarley Forest. At the bottom of this valley sits a river, and on the side of that river is a squat and ruinous fortress. At this distance it is difficult to gauge much about it, it sits another four or five miles away nestled in the brush of this untamed valley.

Immediately in front of you the road widens and flattens out, the steep mountainside a gentle slope on the eastern face.


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

Wow, what a view! So, are we to the edge of the Gnarley Forest and the ruin, or should we head in the other direction towards the floating tower?


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

"Tower. Definitely tower." Tis'kaliss says, seemingly excited by the prospect of going to the floating place. He also uses the last of his magic to heal himself.

Spending 5 points of lay on hands on himself.


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

Alright, then that begs the question, Tis. How do we get up to it?


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

The flying tower does seem interesting but... the fortress by a river might be something considered to be a "moathouse" and that was what we came this way to investigate. Don't get me wrong I would love to examine the magic keeping the castle aloft such Transmutation magic would be very impressive to study. But I must vote for the fortress as per our intent setting out on this mission.

Geeze I think some people forget why they do what they do sometimes.


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 |

"Yes, yes, moathouse first. Best finish the task we started," Dink reminds his companions.


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

Arda climbs up from the ground, back in her normal form.

"Well, I am sure that floating tower is all chock full of fascinatings, but I'm afraid I have to agree with the others. Unless any of you can sprout wings, we would probably just be scratching our heads staring up the nethers of some floating rock. Definitely worth a look another time, but we better focus on the task that lies before us."

"Also, any of you fellas want some more healing? I have a titch left if it'd help."


Do you guys want to keep moving, or stop for a rest?

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