Which Way to the Well? (5e DnD Lost Lands Setting)

Game Master DM Aumakua

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Jawn tries his best to calm the mule down unsure what to make of what could have happened to Jak or Cole for that matter. As Nesserin pulls himself back to the surface he is as perplexed as Gilhaut on what exactly has happened.


AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str Human (Variant) Male / War Cleric of Archeillus 2

So do we cut his hand off? Hang in there boy!

He looks about for the chicken...

Where's the damn chicken? Maybe that can help?


M Tiefling Paladin 2 | HP 15/15 | AC 18 | Saves Str+3, Dex +1, Con +1, Int +0, Wis +3, Cha +5 | Perc 11 | Init +0

Nesserin will try to pry the dagger out of Jak's hand

strength: 1d20 + 3 ⇒ (11) + 3 = 14


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The dagger is held tightly but you are able to take it out of Jak's hand. Gripping the dagger you feel a pain course through your entire arm Nesserin. Take 1 point of necrotic damage

Gilhaut That chicken is in town days away.


AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str Human (Variant) Male / War Cleric of Archeillus 2

I thought the chicken came with


M Tiefling Paladin 2 | HP 15/15 | AC 18 | Saves Str+3, Dex +1, Con +1, Int +0, Wis +3, Cha +5 | Perc 11 | Init +0

Nesserin grimaces in pain, he stabs the dagger into the ground at attempts to release the cursed object.

"Gilhaut, Jak is freed help if if you are able!" He's been rolling death saves can we stabilize him?


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Surprisingly enough there are no wounds on Jak. While his breath is short it does not appear that he is bleeding out.

Chicken stayed Cole indicated she wouldn't leave the town


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Down below Herrick can hear the others shouting. Eyes darting about it seems that things are safe down here with whatever is going on up above.


M Tiefling Paladin 2 | HP 15/15 | AC 18 | Saves Str+3, Dex +1, Con +1, Int +0, Wis +3, Cha +5 | Perc 11 | Init +0

With the dagger removed is he ok?


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It would appear so Nesserin.


If it seems Jak is stable, then Jawn will let one of the others try to tend to the poor mule and he'll go back over to the well.

"Herrick, why don't you tie the end of the rope around Malthus. We can pull him up that way."


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M Tiefling Paladin 2 | HP 15/15 | AC 18 | Saves Str+3, Dex +1, Con +1, Int +0, Wis +3, Cha +5 | Perc 11 | Init +0

Nesserin calls down the "well"

"The danger is passed for now Herrick. We'll get you up here break for camp. It seems we must decide out next move. events have not gone...well"

Ok, team regroups then breaks for camp unless you're going to throw yet another curveball our way GM ;p


AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str Human (Variant) Male / War Cleric of Archeillus 2

I'll try but I'm thinking amputation is best...

Medicine: 1d20 + 3 ⇒ (15) + 3 = 18


M Tiefling Paladin 2 | HP 15/15 | AC 18 | Saves Str+3, Dex +1, Con +1, Int +0, Wis +3, Cha +5 | Perc 11 | Init +0

Nesserin watches over Gilhaut to make sure he doesn't make any...rash decisions


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More ropes are sent down and then Herrick secures Malthus to ropes. Getting Malthus up to the surface is slow given the injury he has just sustained and the last thing that is needed is for him to have complications as he is being pulled still it all goes smooth enough.

Once Malthus is pulled up Herrick quickly climbs the rope concerned what has befallen Cole and Jak.

Gilhaut examines Jak's hand. The hand is as black as night and you can see that it has aged. Like it was withering away.

Not wanting to move anyone you decide to set up camp here. Building a nice fire you eat your rations and set up your shifts. Malthus awakes during this time just before you are about to turn in for the night. Jak still remains unconscious but he stirs in his sleep restless. Checking him he has no fever and does not awaken when you try to rouse him but he does mumble something repeatedly.

"Dark...Curse...Zelkor..."

With that we end level 1 and begin level 2. See rules for Gaining a level. Put yourselves all at full HP after rolling for lvl 2 HP this time. Typically, you'd start at whatever HP you had prior to leveling but fortune has blessed you this day.

Gaining a level:

When a character levels up they are granted any additional features as detailed in their class description (i.e., spells, new abilities) but they must have a long rest before being able to use newly gained spells (and spell slots) or daily use abilities.
A character rolls their Hit Die and adds their Constitution modifier to determine new hit points. In certain cases a character may choose to reroll (see Longevity below). The result of the reroll must be used regardless of what the previous result was. Any new hit points gained are added to the character’s maximum hit points but are not added to the character’s current hit point total.

Longevity. This is only used for rerolling hit points when a new level is gained. A character’s Longevity is equal to their permanent Constitution modifier (Longevity is not affected by temporary Constitution modifiers). A character is allowed one reroll per level provided they have Longevity left.

For example: Fred is a 1st lvl Fighter who has 14 Con giving him 2 Longevity points to begin with. At 2nd level Fred rolls a 3 for his new hit points and chooses to use a Longevity point. This now leaves him with 1 Longevity point. Fred now rolls a 2. Since Fred has already used his Longevity point this level he cannot reroll again even though he still has 1 Longevity point remaining. He must use this 2 for his new hit points.

At 3rd lvl Fred regains the ability to reroll his hit points. If he did so he would have no more Longevity points left and would only get new Longevity points if he somehow permanently raised his Constitution to 16 or higher.


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PART 2: IN SEARCH OF ZELKOR's CURSE

The night is spent gathering your strength and trying to make sense of what has happened. Even with Malthus awake the man is quiet and keeps to himself as his time is spent massaging his throat.

Each of you take turns watching Jak. The young man condition does not seem to get any worse but throughout the night his whispers echo throughout the cave.

It is only at first light the next day when he awakens his face pale as the moon and the area around his eyes at first appear sunken but are black as if splotches of ink had been smeared against his eyes. Feebly he tries to move his black hand too weak to say anything.

Where is the dagger? Is it still on the ground or did something pick it up?

Jak:
In your present state something is different. Your eyes are acute even in the darkest corner darkvision 60 ft but are sensitive to light. In bright conditions (e.g. sunlight) you have a -1 to hit and skill checks.


male LN human hermit bard 2 | HP 14/14 | AC 14 |Init: +3 | Perc: +3 | Speed 30ft | Bardic Inspo: 2/3 | Song of Rest: 1/1 | Spells: 1st 3/3 | Active conditions: None

Malthus awakens, clearing his throat and then reaching around to check that all of his possessions are intact - especially his lute. "Sires... Er, I mean friends. My thanks for keeping me alive. Last I recall, I came face to face with zombie Cole, and then... Knocked out." He sits up, dusting off his dirty shirt. Still has some remnants of ogrebear stew, even.

"What happened to Jak? Hmm, while you fill me in, I shall play a calming tune, perhaps to soothe him," the bard sighs, looking worriedly at Jak as he begins to play.


Male Human Rogue 2 | HP 17/17 | AC 15 | Insp Used! | Str +1, Dex +6, Con +2, Int +2, Wis +1, Cha -1 | Perc 15 | Init +4 | Active:

Jak shields his eyes from the light and tries to painfully sit. He favors his black hand.

"Oh, this sucks. Not ogre supper bad, but close."

GM:
What's the status of his hand? Want to PM me?


AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str Human (Variant) Male / War Cleric of Archeillus 2
Gilhaut DeFoere wrote:

I'll try but I'm thinking amputation is best...

[dice=Medicine]1d20 + 3 =18

did I learn anything/help?


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Gilhaut:
Whatever is afflicting Jak is completely magical in nature. You fear however that the similarities do exist between what you saw of Cole what is happening with Jak right now. However, where the affliction took a long time to fully manifest in Cole it seems that it is progressing quicker in Jak. If you cannot find a way to correct it Jak's fate will likely end up like Cole's or worse.


M Tiefling Paladin 2 | HP 15/15 | AC 18 | Saves Str+3, Dex +1, Con +1, Int +0, Wis +3, Cha +5 | Perc 11 | Init +0

Nesserin will fill Malthus in about the demise of their employer and his final words. "Even without Cole it seems we must press onward due to Jak's current state. I would not have him meet the same fate as Cole."

religion: 1d20 + 3 ⇒ (6) + 3 = 9 For knowledge on Zelkor


Male Human Rogue 2 | HP 17/17 | AC 15 | Insp Used! | Str +1, Dex +6, Con +2, Int +2, Wis +1, Cha -1 | Perc 15 | Init +4 | Active:

"Does anyone know a Zelkor? Right before Cole turned to ash, he said The dark can end the curse. Find Zelkor. Does that mean anything to anyone?" Jak asks while absentmindedly rubbing his black hand.


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Int skill checks everyone. If you have History (Int) roll this instead. Nesserin you can roll again I'll disregard that religion check


"Zel-Korrr." Jawn lets the name roll across his tongue as he thinks back on what significance the name might carry.

Intelligence (history) 1d20 + 6 ⇒ (3) + 6 = 9.

He shakes his head, struggling to come up with anything meaningful.


male LN human hermit bard 2 | HP 14/14 | AC 14 |Init: +3 | Perc: +3 | Speed 30ft | Bardic Inspo: 2/3 | Song of Rest: 1/1 | Spells: 1st 3/3 | Active conditions: None

History (Int), Jack of all trades: 1d20 + 1 ⇒ (12) + 1 = 13

"I may know a thing or two about this Zel-Korr, friends. Let me think..." Malthus stops playing to ponder the name.

Edit, should be +1 (Half proficiency)


Male Human Fighter 2| HP 18/18 | AC 19 | Perc 12| Init +1 |Conditions

Intelligence: 1d20 ⇒ 16

Herrick scratches his head as he looks up from sharpening his sword. "Zell Corps? I think that was a mercenary outfit, wasn't it?"


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Jawn cannot recall anything about the name Zelkor although the name sounds so familiar.

Malthus and Herrick on the other hand do recognize the name. Malthus ever the font of knowledge breaks out in his bardic pose and recites the following,

"Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demon-god fled the city with an army of enemies on their trail — an army of heroic fighters, clerics and paladins — led by Zelkor, a powerful wizard."

"The exact fate of these evil priests is unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil."

"They say that he didn’t die, and one day he’ll return. Others tales persist that Zelkor is now an evil lich living in the upper levels protecting the evil temple and the descent into it."

Herrick pauses adding in, "There is also Zelkor's Ferry. Not much to say about the place but it is the last piece of civilization one will find before reaching the dungeon of graves, Rappan Athuk. It was downstream from the town where we found Cole and his chicken."


M Tiefling Paladin 2 | HP 15/15 | AC 18 | Saves Str+3, Dex +1, Con +1, Int +0, Wis +3, Cha +5 | Perc 11 | Init +0

Nesserin considers Malthus' story "It seems there are dark and powerful forces at work here. But what connection does this 'well' have to all that? I fear we must investigate further for Jak's sake."

Nesserin approaches where the dagger lay embedded in the ground. Jawn would it be worth taking another look at this. I am unsure if it's safe to keep it with us. But it remains a clue in all this to leave it behind might be inadvisable.


"We cannot leave it here, that much is certain. Any troll, or any child, could find it and be affected by it. And it may end up being part of the cure for young Jak. Let me see what I can determine."

Jawn will use mage hand to manipulate the dagger somewhere that he has good light to examine it. He'll cast detect magic and examine it closely. He'll look for any markings or details of its make to try and understand its workings. He'll try to identify its properties and a safe way to carry it.

Arcana 1d20 + 6 ⇒ (16) + 6 = 22

Grand Lodge

Well done Jawn


Male Human Rogue 2 | HP 17/17 | AC 15 | Insp Used! | Str +1, Dex +6, Con +2, Int +2, Wis +1, Cha -1 | Perc 15 | Init +4 | Active:

"Zelkor's Ferry? Anyone know what Dervish Root it? A guy there will pay good coin there for Dervish Root." Jak asks trying to making the best out of the situation.


male LN human hermit bard 2 | HP 14/14 | AC 14 |Init: +3 | Perc: +3 | Speed 30ft | Bardic Inspo: 2/3 | Song of Rest: 1/1 | Spells: 1st 3/3 | Active conditions: None

"Yes, dark and powerful forces indeed, friend," Malthus rubs his belly. "I've unfortunately some other powerful forces at work below. All of that zombie nonsense has my bowels in an anxious bunch. Excuse me for a bit." The bard disappears behind a tree.

"Oh! Probably want to head to this Zelkor's Ferry next, if we're to figure out exactly what's going on with Jak," he calls between huffs.


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Packing up your supplies you all come to the conclusion that Zelkor's Ferry needs to be the next location. With no map to guide you the one fact that you do have is that by following the river you can eventually reach Zelkor's Ferry.

You have two options available:

Option 1: Head back along the path that you came and then follow the gorge that will take you back to the main river that runs from Holscomb. It would take 1 day to reach the gorge and then another 4-6 days to reach Zelkor's via foot.

Option 2: Head back to Holscomb and then wait for the ferry to come along. Travel to Holscomb would take just under 4 days. The ferry from Holscomb to Zelkor's Ferry would be another 4 days. Plus you would need to wait for the next ferry. Securing passage would also be at a premium cost.

Which option do you choose?


AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str Human (Variant) Male / War Cleric of Archeillus 2

Zelkors Ferry eh? We can save his hand, resupply AND we need to sell up anyways... capital idea. Maybe we can even get another chicken prophet, what?

Option 1... self sufficient. Let's not forget we buried some loot


Male Human Rogue 2 | HP 17/17 | AC 15 | Insp Used! | Str +1, Dex +6, Con +2, Int +2, Wis +1, Cha -1 | Perc 15 | Init +4 | Active:

"I can get us to Zelkor's Ferry in about five to seven days. Back to the river, then follow the river." Jak offers voting for Option 1

Feature = Wanderer:
Jak has an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, and other features around you. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


M Tiefling Paladin 2 | HP 15/15 | AC 18 | Saves Str+3, Dex +1, Con +1, Int +0, Wis +3, Cha +5 | Perc 11 | Init +0

"I am in agreement with you two. Let us be off"


He looks to Jak. "Your health is at most immediate risk now. If you think the best way is on foot, I will follow your lead."


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Act 2 Scene 1 Forest of Hope 5 to 7 days from Zelkor's Ferry, Eastreach Province.

3517 Imperial Record (I.R.). Djinsdag (3rd day) of Third Week of Foeros (Fourthmonth).

The night prior Jawn tries to study the dagger. While most of the blade looks no different than when you first discovered it you see that the tip of the blade almost appears to be black glass perfectly fused with the steel. The enchantment on the blade still remains. Jawn returns the blade back to a safe location.

unlike Pathfinder Detect Magic does not really let you auras

You make good time to the safe glade where you buried some of your treasure. It is a short detour but you are able to dig up your goods and place them on the mule. The mule grunts a little at the load but otherwise appears fine.

Not wanting to delay any further you set off with only a few more hours of sunlight left. Jak leading the way you head south with an intention of meeting up with the Canyon River that should take you right to Zelkor's Ferry.


Male Human Rogue 2 | HP 17/17 | AC 15 | Insp Used! | Str +1, Dex +6, Con +2, Int +2, Wis +1, Cha -1 | Perc 15 | Init +4 | Active:

Jak pays close attention to Jawn's magical investigation of the dagger. He also tests the reaction of the dagger to his black hand and his regular hand with a touch of fingers. Does it burn like frozen metal, in one hand versus the other? Can he still wield the magic dagger?

"Jawn, can anyone learn magic? Or, do you have to be special? I'd really like to learn anything that you can teach me." The padawan asks hopefully starting an apprenticeship into the magical arts.


male LN human hermit bard 2 | HP 14/14 | AC 14 |Init: +3 | Perc: +3 | Speed 30ft | Bardic Inspo: 2/3 | Song of Rest: 1/1 | Spells: 1st 3/3 | Active conditions: None

Malthus spends the trip munching on berries and dreaming up his next tune. He pauses only to take in the sights and update his journal with the latest findings.

Near their destination, Malthus moves alongside Herrick. "Herrick," Malthus clears his throat. "I understand it was you who hoisted my... heaviness up and out of that pit. I'd like to dedicate my next composition to your bravery, if you'll allow me. It is the least I can do for not leaving me as... zombie food."


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Testing the dagger Jak you find that in your blackened hand the dagger can be held with no repercussions, however when you attempt to hold it with your other hand a pain courses through your hand causing you to immediately flip the dagger back to your blackened hand.


Male Human Rogue 2 | HP 17/17 | AC 15 | Insp Used! | Str +1, Dex +6, Con +2, Int +2, Wis +1, Cha -1 | Perc 15 | Init +4 | Active:

After the experiment, Jak asks, "Anyone mind if I wield the dagger? I'm cursed already, right?"


AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str Human (Variant) Male / War Cleric of Archeillus 2

I for one wouldn't dream of anyone else using it my boy, the priest says magnanimously. Its clear you're paying for it.


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DM Screen:

???: 1d10 ⇒ 41d10 ⇒ 41d10 ⇒ 41d10 ⇒ 61d10 ⇒ 91d10 ⇒ 2
???: 1d10 ⇒ 21d10 ⇒ 21d10 ⇒ 101d10 ⇒ 11d10 ⇒ 41d10 ⇒ 4
???: 1d10 ⇒ 21d10 ⇒ 71d10 ⇒ 51d10 ⇒ 101d10 ⇒ 91d10 ⇒ 6
???: 1d10 ⇒ 11d10 ⇒ 101d10 ⇒ 81d10 ⇒ 81d10 ⇒ 31d10 ⇒ 1
???: 1d10 ⇒ 101d10 ⇒ 31d10 ⇒ 91d10 ⇒ 81d10 ⇒ 51d10 ⇒ 8
???: 1d10 ⇒ 51d10 ⇒ 31d10 ⇒ 91d10 ⇒ 41d10 ⇒ 71d10 ⇒ 1

???: 1d10 ⇒ 81d10 ⇒ 11d10 ⇒ 71d10 ⇒ 91d10 ⇒ 11d10 ⇒ 7
???: 1d10 ⇒ 41d10 ⇒ 101d10 ⇒ 71d10 ⇒ 21d10 ⇒ 21d10 ⇒ 10
???: 1d10 ⇒ 61d10 ⇒ 61d10 ⇒ 91d10 ⇒ 11d10 ⇒ 91d10 ⇒ 2
???: 1d10 ⇒ 71d10 ⇒ 61d10 ⇒ 21d10 ⇒ 31d10 ⇒ 41d10 ⇒ 6

1d20 + 4 ⇒ (4) + 4 = 8

It takes almost a day's worth of travel from the glade but eventually Jak is able to lead you to the Canyon River. From where you stand the river stretches well over 300 feet wide to the other side and watching the current of the river flow you can see that if you were forced to cross without adequate means would be quite an ordeal.

As you travel you can see that at times Jak seems quiet and takes frequent breaks. Keeping his head covered with hood of cloak he squints whenever the sun peeks out on a relatively cloudy day and you notice that he stays to the shadowed areas whenever you stop to rest.

When you finally break for the evening and begin to set up camp one of you spot a ferry heading downriver. opposite direction that you are traveling in The distance is too far for your to contact it but seeing the boat head away from you makes you feel assured that you are on the right course.

The night comes and goes with no problems. The next morning however you notice that the black splotches on Jak's face seem to have gotten larger now starting to extend to his cheeks and just above his brow. Jak's mood also seems to be more withdrawn and he brushes you off whenever anyone of you asks about it. Only indicating that, "We need to move."

Leaving it at that you continue breaking only for lunch. You have just finished when you hear SNAP as the sound of a branch breaking brings your attention towards its direction. The sound of several snarls from that direction lets you know you have company as two wolves pop there heads out of the bushes.


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*******************************************************************
ROUND 1

1. black wolf (??? HP)
yellow wolf (??? HP)
blue wolf (??? HP)
orange wolf (??? HP)
green wolf (??? HP)

2. Jak (HP 17/17)
Herrick (HP 18/18)
Nesserin (HP 15/15)
Jawn (HP 8/8)
Gilhaut (HP 19/19)
Malthus (HP 14/14)

*******************************************************************

DM Screen:

Initiative
Jak: 1d20 + 4 ⇒ (16) + 4 = 20
Malthus: 1d20 + 3 ⇒ (2) + 3 = 5
Herrick: 1d20 + 1 ⇒ (11) + 1 = 12
Nesserin: 1d20 ⇒ 7
Gilhaut: 1d20 ⇒ 1
Jawn: 1d20 + 3 ⇒ (6) + 3 = 9
Wolves: 1d20 + 2 ⇒ (19) + 2 = 21

You watch as three more wolves emerge from your flank baring their teeth towards. One of these wolves is a little larger and has deep black fur. It's watch you with almost evil intent. It growls at you and howls loudly. You watch as the wolves rush and attack in unison!

Need to load map. Once I do I will update thread.


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DM Screen:

yellow wolf bite vs Herrick adv: 1d20 + 4 ⇒ (10) + 4 = 14
yellow wolf bite vs Herrick adv: 1d20 + 4 ⇒ (18) + 4 = 22
dmg: 2d4 + 2 ⇒ (4, 1) + 2 = 7

blue wolf bite vs Herrick adv: 1d20 + 4 ⇒ (5) + 4 = 9
blue wolf bite vs Herrick adv: 1d20 + 4 ⇒ (5) + 4 = 9
dmg: 2d4 + 2 ⇒ (4, 2) + 2 = 8

orange wolf bite vs Nesserin: 1d20 + 4 ⇒ (3) + 4 = 7
orange wolf bite vs Nesserin: 1d20 + 4 ⇒ (13) + 4 = 17
dmg: 2d4 + 2 ⇒ (3, 3) + 2 = 8

green wolf bite vs Nesserin: 1d20 + 4 ⇒ (7) + 4 = 11
green wolf bite vs Nesserin: 1d20 + 4 ⇒ (19) + 4 = 23
dmg: 2d4 + 2 ⇒ (3, 1) + 2 = 6

Two wolves rush at the old veteran, Herrick, attacking in tandem. One wolf yellow grabs Herrick's boot trying to pull him down! Herrick takes 7 points of damage and must make a Str save DC11

The other two jump at Nesserin. The tiefling moves quick enough to dodge one wolf but the other one green barrels into him attempting to knock him over. Nesserin takes 6 points and must make Str save DC 11

The big black wolf looks on seemingly barking orders at the other smaller wolves.

Party is up. Your Turn.


male LN human hermit bard 2 | HP 14/14 | AC 14 |Init: +3 | Perc: +3 | Speed 30ft | Bardic Inspo: 2/3 | Song of Rest: 1/1 | Spells: 1st 3/3 | Active conditions: None

"Fiendish bastards!" Malthus curses, the party suddenly surrounded by wolves. "Oh dear. Nesserin, use your might and crush that wolf like a bug." While he attempts to strike the wolf with one arm, he plays his lute with his other.

Rapier: 1d20 + 5 ⇒ (12) + 5 = 171d8 + 3 ⇒ (3) + 3 = 6

Bonus Action to use Bardic Inspo on nesserin, 1d6 to an attack roll or saving throw of his choice


AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str Human (Variant) Male / War Cleric of Archeillus 2

Checking slides but don't think the map is there


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

it's there on slide 4


I'll post after Herrick and Nesserian make their saves in case one needs an intervention.

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