No Tossing Coins Down the Well (5e DnD Lost Lands Setting) (Inactive)

Game Master DM Aumakua


House Rules:

1. 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.

2. Long rest

The amount of hit points a character regains following a long rest has been modified to:

At the end of a long rest, a character regains lost hit points numbering half their total Hit Dice (min 1 Hit Die and rounded down). For each Hit Die, the player rolls the die and adds the character’s Constitution modifier to it.

For example: A sixth level character would roll 3 Hit Dice and add their Constitution modifier for each Hit Die rolled following a long rest.

3. Dropping to ‘0’ Hit Points

When a character is reduced to 0 hit points, they gain one level of exhaustion. If you recover and are dropped to zero again, you gain another level of exhaustion. If you roll a 1 on your death saves, you gain another level of exhaustion.

4. Firing into melee

You can hit your friends and unintended targets (with rays or ammunition). When firing into melee through another target (friend or foe), cover bonus is added to the normal fumble threat range of 1. If you roll within that range, you make another attack roll against the target that granted cover.

For example: Barry the Barbarian sees a goblin and moves to engage it in melee. Webster the Wizard is standing directly behind Barry and fires a ranged magic attack at the goblin. Webster must add the half cover bonus of +2 to his normal fumble range of 1. This becomes a fumble chance of 1-3. If Webster rolls a natural 1, 2 or 3 on a d20 he could potentially strike Barry instead of the goblin. Webster must now make an attack roll against Barry's AC.

5. Magic item identification

Identifying a magic item requires an Arcana check depending on the rarity of the item. If you are not proficient in the Arcana skill, you may still attempt the check but suffer disadvantage on this roll.

When using the Identify spell it will grant a +5 bonus as well as advantage on the Arcana roll rather than automatically providing the results.

An Investigation check may also be used in lieu of an Arcana check, but you suffer disadvantage on this Investigation check.

On any failed roll, the character must wait at least 24 hours before attempting a new Arcana or Investigation check to identify the item. A failure with Identify causes the spell component to be lost (i.e., 100 gp pearl).

Common > Arcana DC 10
Uncommon > Arcana DC 15
Rare > Arcana DC 20
Very Rare > Arcana DC 25
Legendary > Arcana DC 30+

6. Spell recovery

All spell casters may choose to spend Hit Die (i.e., Recovery Dice gained during long rests) to recover spells at a cost of 1 Hit Die per spell level. (Example: 1st lvl spell = 1 HD; 2nd lvl spell = 2 HD,etc.)

The spell caster must make a successful DC check (10 + highest spell level recovered) and rest for at least one hour. If check fails the caster can rest another hour and make a reroll. Failure after this causes the caster to lose any Hit Die spent in this manner. Following the failure, no spells may be recovered this way until after the character’s next long rest.

For wizards this is in addition to their Arcane Recovery feature.

7. Creature knowledge

Skills can be used to identify as indicated:

Arcana | DC 15 + CR | aberrations, celestials, constructs, dragons, elementals, fey, fiends, monstrosities, oozes and undead

History | DC 10 + CR | humanoid creatures

Nature | DC 10 + CR | beasts, giants and, plants

Religion | DC 15 + CR | celestials, fiends and undead

Skill checks may be made even if you are not proficient however you will have disadvantage on these checks.

A successful check allows you to remember a bit of useful information about that creature. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Information will be determined by DM.

551 to 570 of 570 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Male, N High Elf, Rogue 2 | HPs 16/16 | AC: 13 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

As the enemy flow through the broken gate, Al draws his bow back and fires into the hoard of gnolls.

Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Sneak (if it applies): 1d6 ⇒ 4


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

*******************************************************************
ROUND 8

1. Mistra (HP 15/15)
Aladair (HP 13/16)
Valghaz (HP 22/22)
Penance (HP 12/16)
Conner (HP 16/21)

2. Gnoll yellow (-16 HP)
Gnoll orange(-24 HP)
Gnoll purple (-24 HP)
Gnoll blue (??? HP)
Gnoll red (-16 HP)
Gnoll green(-27 HP)
Gnoll black (-18 HP)
Gnoll leader gray (??? HP)

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

Valghaz and Conner each down another gnoll adding to their dead. Mistra swings her staff striking and injuring another gnoll. Aladair fires an arrow but it flies past the injured gnoll. Penance throws another bolt of fire at the nearest gnoll hitting it squarely in the face. The gnoll howls in pain as the fire burns it alive.

Unable to sustain any more damage you hear the large gnoll in the back bark loudly and the gnolls that remain retreat into the woods.

Do you follow or let them go?

Penance fire bolt vs yellow: 1d20 + 6 ⇒ (15) + 6 = 21
dmg: 1d10 ⇒ 10


Dwarven Knight [CAMPAIGN COMPLETE] Damage (0) Wounds (20) Fate (4) Fortune (2/3) Resilience (2) Resolve (2/2) Corruption (0) Head (2) Legs, Arms, Body (3) Move (3) WS: 60 (70 2handed) BS: 24 STR: 51 T: 50 (60 endurance) Init: 30 Ag: 25 Dex: 38 Int: 32 WP: 53 (63 cool) Fel: 21 (40 charm +10 dawi)

”Let ‘em flee!” Valghaz called. ”Their leader lives, and once in the woods they can rally.”.

To the militiamen around him, Valghaz said ”Man the walls and get the gate closed while I make some repairs.”

Valghaz is NOT in charge even if he is trying to take charge of the situation. Please feel free to disagree with him. But he’d rather use mending to get the gate back into an almost-decent shape than to rush off into the woods against an enemy of unknown size.


Human Hexblade Warlock 1 | HP: 15/15 THP: 0 | AC 17 | INIT +4 (Adv) | P: +4 (Adv), PPerc: 19 | DV 120'

Mistra spins the staff widdershins, bringing it to rest in front of her and leaning on it. She catches her breath, looking around at the devastated gate and remains of the attacking force. Wow. That's an interesting experience. This happen often to you folk? Her question is not addressed to any specific creature; she's mostly just voicing out her reaction to the attack.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Conner wipes his weapons clean, then peers at the retreating Gnolls.

We've pushed them back for now, but they'll be back. Can we sure up the gate?


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

Apologies for the long overdue post had some family visiting and was not able to get time to post. I'd also like to add I'll be on vacation starting Thursday for a little over a week but will try to post if possible.

You watch as the bestial creature begins to revert back into Odo Bristleback. His clothes are shredded and you can see the holes with the spear points stabbed through. He talks to you while he looks at the wounded guards. "You have my thanks for turning back these dogs. The gate and the guards are usually enough to stop whether bandits or monsters from trying to attack us, but that is not always the case." he returns his attention to the wounded guard. "It's alright the dogs were routed. Samis and Poldor take Delvin to Ulman as well. See if he can stitch him up."

Standing up he dusts off what remains of his clothes and looks at the shattered gate. "We need to get that fixed as soon as possible. I'd be grateful if you could help. The longer that gate stays broken the more likely something else will decide to come in."

Watching Valghaz take charge Odo nods, "Alright everyone listen to the dwarf. It would seem he knows what he is talking about."

Valghaz give me an INT check to help with the repair of the gate


Dwarven Knight [CAMPAIGN COMPLETE] Damage (0) Wounds (20) Fate (4) Fortune (2/3) Resilience (2) Resolve (2/2) Corruption (0) Head (2) Legs, Arms, Body (3) Move (3) WS: 60 (70 2handed) BS: 24 STR: 51 T: 50 (60 endurance) Init: 30 Ag: 25 Dex: 38 Int: 32 WP: 53 (63 cool) Fel: 21 (40 charm +10 dawi)

Int: 1d20 + 1 ⇒ (12) + 1 = 13

”Aye then. Lads, the gems are being held at the jeweler’s. I’ll be busy here, so one of yeti finish that business.” Then turning to the militia ”Right! Let’s do this.” Valghaz got to work. He had never made or fixed a gate before. His craft was with the making of arms and armor, both from steel and leather. But he had enough functional knowledge. That, and he could use his divine powers to mend what he could. Holding the bits together while he worked his runes would help with much of it. He figured that this was a matter of time and patience. Two things he had at the moment.


Human Hexblade Warlock 1 | HP: 15/15 THP: 0 | AC 17 | INIT +4 (Adv) | P: +4 (Adv), PPerc: 19 | DV 120'

Mistra watches the bustle around the gate, then flexes her very un-spectacular muscles. Yep, not much I can do to help here. I'll go back to the finish our business with the gem merchant, as Valghaz suggests. Does anyone else want to come along? She is relieved that the gate held and the attack was rebuffed, but has the feeling this town might not be healthy to stay in longer than the minimum necessary - and getting those gems turned into something more useful would be a fine first step to getting out of here and on their way again!


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Yeah, I will stay and help with the gate. Seems they may be needin' a strong back for this work


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

At the gate
Penance follows along with Mistra while Conner and Aladair stay at the gate to assist where needed. Aladair climbs the tower and takes watch as Valghaz does his best to direct the town guard into helping fix the gate. It takes almost two hours to raise the broken gate and secure it to the wall. Several logs are cut and then used to brace the gate.

"We'll only be able to open the gate partially for now. Fortunately most of the traffic comes down the river but we'll need to make arrangements for those wanting to travel west an alternate spot to unload. You did us a great help all of you. The least I can do is provide you some free room and board until you move on. Where is it are you headed for?" Odo asks while he leads you to the inn.

At the gemcutter
Mistra and Penance head to the shop where they see a dwarf with spectacles waiting for them. He opens the door to the shop and lets them in.

"You did a noble job there helping out the town. I saw some men dragging one of their injured to the necromancer. I hope the poor boy will be alright. You've come to settle the affairs of your companion I take it?"


Human Hexblade Warlock 1 | HP: 15/15 THP: 0 | AC 17 | INIT +4 (Adv) | P: +4 (Adv), PPerc: 19 | DV 120'

Mistra smiles at the dwarf, doing her best to be charismatic with the dwarf. Yes, Master Lapidarist. I believe we were discussing the value of the gems we recovered in our travels. This is another of my companions. She gestures towards Penance, but it is a quick movement, designed to keep attention focused on herself. Mistra turns towards the counter, then pauses for a moment. Necromancer? While Mistra is not going to pass judgement, she is quite curious about how a necromancer could be involved.


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

"Well as I said I'd be willing to give ye 33 gold monarchs for all the gems." straightening his spectacles, "The necromancer. That would be Ulman the Dark. The man is all business and true to his word. So you got to respect that. Guess he be a practitioner of the arts. He's even been known to bring back a person or two from the dead."


Dwarven Knight [CAMPAIGN COMPLETE] Damage (0) Wounds (20) Fate (4) Fortune (2/3) Resilience (2) Resolve (2/2) Corruption (0) Head (2) Legs, Arms, Body (3) Move (3) WS: 60 (70 2handed) BS: 24 STR: 51 T: 50 (60 endurance) Init: 30 Ag: 25 Dex: 38 Int: 32 WP: 53 (63 cool) Fel: 21 (40 charm +10 dawi)

At the gate, Valghaz worked to direct the flow of men performing repairs. It wasn’t easy work, but it was honest work. And that made him happy. He quietly sang a prayer to the Forge Father as he went about his business, glad to be in his element.


Human Hexblade Warlock 1 | HP: 15/15 THP: 0 | AC 17 | INIT +4 (Adv) | P: +4 (Adv), PPerc: 19 | DV 120'

Mistra looks at the gem merchant, and then back to the gems.

Insight Check: 1d20 + 2 ⇒ (9) + 2 = 11

Assuming that the insight check does not show any deception (whether because it is not there, or because Mistra did not perceive it).

That would be acceptable, master Lapidary. Are they hoping the necromancy can revive the fallen?

Mistra's questioning keep the focus on her; she has noticed Penance's attemps to stay in the background and is trying to do what she can to subtly assist.


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

The dwarf nods at Mistra. "Ulman can brew some tonics as well to heal the wounded. Man is quite a miracle for this town. Specially since there aint no priest or shrine located this far from the cities." Penance does her best to stay close to the door away dron the merchant and Mistra. "We have a deal then? The gens for the 33 gold monarchs?" The dwarf does not seem to be deceiving Mistra at all as he starts to count out 33 gold coins.


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

The gate now fixed as it is going to be Odo leads you back to his inn. " Well we'll be able to open the gate partially for now. Fortunately most of the traffic comes down the river but we'll need to make arrangements for those wanting to travel west an alternate spot to unload. You did us a great help all of you. The least I can do is provide you some free room and board until you move on. Where is it you are headed for?"


Human Hexblade Warlock 1 | HP: 15/15 THP: 0 | AC 17 | INIT +4 (Adv) | P: +4 (Adv), PPerc: 19 | DV 120'

"Yes, 33 gold monarchs for the gems. I hope this Ulman is able to help the townspeople. We are all lucky that Odo was able to hold the defenses together." Mistra's tone becomes questioning at the end of her statement, inviting the dwarf to comment but not pressing for information the craftsman might consider sensitive.


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

Kalgor hands Mistra the gold coins in a small pouch and takes the gems. "Odo has kept Zelkor's thriving and alive just like his fathers before him. Must almost be a hundred years since Zelkor's Ferry was founded by the Bristleback family. Take more than a few foolish humanoids from the wild to end that legacy. Zelkor's Ferry is the only gem of civilization in this unforgiving region."


Male, N High Elf, Rogue 2 | HPs 16/16 | AC: 13 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Still cursing his bad aim during the fight, Aladair helps repair the gates and looks over the locking mechanism and if there might be any way to further protect the gate, or maybe add some sort of defensive traps to help if ever besieged again.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Please remove from gameplay boards

551 to 570 of 570 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / No Tossing Coins Down the Well (5e DnD Lost Lands Setting) All Messageboards

Want to post a reply? Sign in.