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

Game Master DM Aumakua


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Half-Orc Barbarian 1 | HP 9/15 | AC: 15| Perc: 11 | Init +2 | Rage: 1/2 | Current conditions:

"To what? Y'gotta speak up if you're gonna be my boss," Aric says, resting his hands behind his head. "First sign of a good boss, able to yell louder than anyone else. [b]"And don't worry about drinks here. I mean when we get somewhere that has ale that tastes better than pond water." Aric walks a few more steps before sending another question at Penance.

Coming up along Conner and Mistra, Aric nods in greeting. "And what are you two heading for the Ferry for? Crazy enough to look for treasure in Rappan Athuk?"


Tiefling Sorcerer (Divine Soul) 1 | HP 16 / 16 | AC 11 | Perc 11 | Init +1 | Active Conditions: none

"...to penance paid..." Due to her position near him, Penance received a close look at the Aric's arms as he casually rested them. They were large, strong arms, reminiscent of the "common folk" who would come to Father's temple to receive small blessings. They were those who worked with their hands, tilling soil and carving wood. They were, in some way she could not explain, comforting. "I-I apologize if I am p-poor as a 'b-boss.' I h-have never h-hired someone before..."


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

That may be our final destination, yes, Aric. I cannot speak for Mistra, but I'd say we could do worse for adventurin', eh?

He approaches the hooded figure.

I am Conner. Pleased to meet ya. Maybe we should all stick together, at least on the way to the Ferry.


Half-Orc Barbarian 1 | HP 9/15 | AC: 15| Perc: 11 | Init +2 | Rage: 1/2 | Current conditions:

"If the boss says it's what they want," Aric says, pointing a thumb down at Penance. "But as we're heading the same direction, I can't see why not. Boss said to travel on the road when other folk were going, safety in numbers and all that."

Glancing back down at the small, hooded figure, Aric comments "Most bosses are poor. It's part of being the boss, you boss people around and they don't like it because no one likes being bossed around but the boss has got to do it or they ain't the boss, and you're poor because the boss has to pay the people they're bossing around, so the boss don't have as much money. So of course you're gonna be a poor boss, you're givin' me half of whatever we find on this trip." Aric takes a few steps, a satisfied look on his face for the sound logic he just bestowed upon those around him.

"What's penance anyways? Isn't that some sort of bird?" Aric asks suddenly.


Tiefling Sorcerer (Divine Soul) 1 | HP 16 / 16 | AC 11 | Perc 11 | Init +1 | Active Conditions: none

She shrinks away from the human approaching her, trying to keep Aric between him and herself. ”Ah! U-U-Um, y-yes, a p-p-pleasure...”

Pence listens intently to Aric, but at the end of his explanation she feels more confused than anything else. ”U-Um, y-yes, I see...? She clears her throat. ”P-Penace is...me. I-I am called P-Penance.”


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

Overhearing the other groups talking about travel, Aladair nods to his new dwarven companion.
"Perhaps travelling in a larger group would afford us more protection, unless you would rather not."


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)

”Dangerous roads. So long as the tusker doesn’t expect me to give him half of what is mine I’m good. ‘Fact, we earn everything should be equal shares for equal work. So long as we agree to that I’ve got no problem.”


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

Mistra shrugs at the conversation's turn to treasure. I am traveling the wide lands near and far, but unfortunately that requires silver. As silver seems to be scarce at the moment, I have no problem searching for treasure. Mistra would rather not reveal that she has another reason to search out Rappan Athuk, and the search for rumored treasure not only gives her a plausible reason to go, but has the benefit of being true; she is short on funds and treasure of any sort would certainly help!


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

"I agree. Let's see what the others think."

Aladair approaches the group and introduces himself and Valghaz.

"Good day to you all. I am Aladair and this is my companion Valghaz of clan Ironhammer. We could not help but hear that you also are travelling to the ferry and would like to offer our services as travelling companions."


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

Conner sizes up the elf and dwarf. He smiles broadly.

Well it seems we may have a bit of a squad developing. I hear tell of great wealth in adventurin' in the direction we are heading. I think we may just have some success, and equal shares sounds good, if there is as much gold as they say. Personally, I have been a soldier most of my life, and I can offer my skills at weaponry and killin' in a fight. I imagine Aric can do the same. How 'bout the rest of ya? What do ya bring to the table in our travels?


Half-Orc Barbarian 1 | HP 9/15 | AC: 15| Perc: 11 | Init +2 | Rage: 1/2 | Current conditions:

Aric grunts. "If that's what the Boss wants," he says. "Boss hired me for half of what we find," he says, pointing back and forth between himself and Penance, "ale, and to pay for someone to tell the story of the adventure. If the Boss wants to split things with you all, that's up to the Boss."

Aric hefts his pack to his shoulder. "Just so you know, Boss, I do the hunting and food finding too. Not always pleasant, but there's always food. At no extra charge," Aric says with a grin and a wink.


Tiefling Sorcerer (Divine Soul) 1 | HP 16 / 16 | AC 11 | Perc 11 | Init +1 | Active Conditions: none

Penance, still not fully understanding what Aric was talking about, nodded along with the half-orc’s statements. ”I-If you folk would l-like some, I’m c-certain there will b-be enough for us a-all...”

She thinks for a moment after Conner states his skills. ”...I-I know a little m-magic. N-not much else though. M-My apologies...”


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

Well, Pennance, I am sure that any magic will aid us.


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

"I worked as an investigator with the local town watch. I know a little about traps and locks as well as a bit of magic, although that is mostly from my elven heritage."


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

Act 1 Scene 2 At edge of village of Holscomb, Eastreach Province.

3517 Imperial Record (I.R.). Manesdag (5th day) of Second Week of Foeros (Fourthmonth).

The day is still early as you move out to the outskirts of town. Looking around at your new companions you tell yourself that the journey to Zelkor's Ferry might not be as dangerous as Kor was letting on. Likely he was just doing it to secure more of your coins.

Letting out a steady breath. You realize this is what being an adventurer is all about, delving into the places others would shy away from. The feeling fills you with an euphoric sensation that has you almost ready to run recklessly into the woods.

You start determining your marching order and take inventory of your supplies. Given what Kor said it will take 5 to 6 days provided you follow river to the east.

Not having had any breakfast you snack on the dry rations in your pack. Given the bland taste of these ration you are hopeful that Aric's claim of being a capable hunter hold merit.

Group please provide me with a:

i) marching order;

ii) shifts for watch @night;

iii) ensure your sheet it updated


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)
Suggested Marching Order wrote:

Front:

Valghaz (He is the slowest with 25ft movement speed, so this sets the pace. He also has the highest perception at +5.)

Aric (He's got survival so he can range ahead to hunt game and check for traps. Plus as a barbarian, I get the feeling that we couldn't tell him to stay in the back even if we tried)

Center:

Aldair and Penance (It's a good idea to protect the sorcerer. Plus Aldair has AC13 and 9HP. Best to keep him protected from ambushes too. He can then respond to attacks from front or rear to flank enemies)

Rear:

Conner (He is a soldier. He should understand the need how ruck marches work when it comes to setting a reasonable pace, and ensuring that nobody falls out. Plus he's got a reasonable perception for guarding our rear)

Mistra (Mistra is a hexblade. She can do close combat and ranged attacks. And with Perception 14, she is perfect for ensuring that nothing comes up on us from behind

Watch at night wrote:

I've had to do this IRL. It...sucks. Really sucks. I'll say from experience that the BEST shifts are first and last. Why? Uninterrupted sleep. Nobody likes middle shift, as you need to get up, get ready, and then try and go back to sleep. Having the same bad shift will fatigue you. First watch is easily the best though. It's hard to go to sleep right away as it is, and you get to sleep the whole night! Last watch is good, but there is the expectation that you'd get camp ready, which is a bother.

So I suggest rotations. And they go like this.

Valghaz and Aldair (They likely have a good amount to talk about, and seem to get each other)
Aric and Penance (They seem to have a boss/hireling thing going)
Mithra and Conner (The humans! Who don't have darkvision!)

So the watch goes like this:

First and Second Watch: Rotates between VA and AP. One day gets the best shift, and then the next day gets the worst. Ensures that we always have darkvision at the dead of night.

Third Watch: The humans always get this, as their shift will have light for most of it. We will also have the soldier on duty getting camp ready for the morning. That's a plus...make that officer work for a living!

So assuming that we bed down at 8pm...and sunrise is at 6am.

First Shift: 8:00pm-Midnight
Second Shift: Midnight-4am
Third Shift: 4-8amish, with them getting everything ready for the morning at sunrise when they can see easiest.

While there will be some time when there are humans in the dark, I can't see a way around that.

But...everyone is guaranteed 8 hours of sleep, and nobody will have broken sleep two days in a row. So no fatigue penalties for anyone.

Those are my thoughts


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Half-Orc Barbarian 1 | HP 9/15 | AC: 15| Perc: 11 | Init +2 | Rage: 1/2 | Current conditions:

Walking along, Aric looks sidelong at Valghaz. "And what about you, dwarf? What is it that you do?"

Per the Outlander background, as long as the land can supply it, I can find food and water enough for myself and 5 others, which is just enough for the group.

Everything looks good to me as far as these plans are concerned.


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)

”I’m a priest. Of Moradin. He’s the Forge-Father. Lord of all dwarves, master of the anvil. I craft arms and armor in his name, both metal and leather. And I kill in his name. Though something tells me that ye’re not interested in being converted.”


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

Walking beside Penance, Aladair strikes up a conversation.

"It is good to have someone with your skills here with us. I am endeavouring to open myself up to the magical energies more...getting in touch with my heritage. I hope you do not mind if I ask you some questions about magic and the spells you cast?"

Setting the scene for Aladair to take Arcane Trickster when the time comes.


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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

Also, updates finished. I think I got everything.


Tiefling Sorcerer (Divine Soul) 1 | HP 16 / 16 | AC 11 | Perc 11 | Init +1 | Active Conditions: none

Marching order and watches look good for me.

Penance's hood turns towards the dwarf. "A-A priest? Y-yes, I-I-I mean, no, no I a-am not interested. I-I have my own gods..."

She visibly takes a half-step away from the elf as he approaches. "I-I'm afraid I d-don't know if I-I could be of m-much help. M-My magics are...strange...b-but, if I c-can help you, I-I would be p-pleased to. W-What would you l-like to know?"


Half-Orc Barbarian 1 | HP 9/15 | AC: 15| Perc: 11 | Init +2 | Rage: 1/2 | Current conditions:

"Hah! Got that right. Ain't a dwarf, am I?" Aric asks bluntly. "But the killing thing I can get behind. Not so much the crafting and anvils and stuff. I'd rather be using the weapons than making them." Aric walks in silence for a moment before posing another question. "So, are you out here converting or killing?"


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)

”Yes.” Was Valghaz’s reply. He moved on, certain that he had answered the question suffiently. ”And ye? Wanderer? Mercenary? Or do ye have a cause?”


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

Plans for marching order and watch suit me fine. Thanks, Valghaz for working that out!


Half-Orc Barbarian 1 | HP 9/15 | AC: 15| Perc: 11 | Init +2 | Rage: 1/2 | Current conditions:

"Kill who won't convert, eh? Smart move. Moradin probably don't want any weaklings in his flocks, and if you can kill'em, then they wouldn't've been strong enough to be good worshipers anyways." At Valghaz's question, Aric raises an eyebrow. "A cause? Yeah, I go where I want just 'cause. I just go where I feel like when I feel like it. If the pay is good, that's great, but it better be for something worth my time. Something that'll be good for building the legend, you know?"


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

DM Screen:

What lurks in the woods: 1d10 ⇒ 51d10 + 2 ⇒ (4) + 2 = 6
What lurks in the woods: 1d10 ⇒ 71d10 + 2 ⇒ (5) + 2 = 7
What lurks in the woods: 1d10 ⇒ 61d10 + 6 ⇒ (1) + 6 = 7
What lurks in the woods: 1d10 ⇒ 81d10 + 6 ⇒ (1) + 6 = 7
What lurks in the woods: 1d10 ⇒ 11d10 + 6 ⇒ (2) + 6 = 8
What lurks in the woods: 1d10 ⇒ 61d10 + 6 ⇒ (9) + 6 = 15


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)

”Hmph. Ye don’t seem to understand Moradin.”

How to explain this to a tusker?!

”Why kill those who won’t convert? Then all ye get are cowards who are afraid. Those aren’t worshipers.” He decided to leave it at that. Best not to confuse him with any more theology. ”And for ye. Ye’d best think about what ye’re after. Lest the legend ye build is someone else’s. If ye just wander here and there, what’s left for ye but to be a footnote in the stories of others? Best to have a goal in mind for yerself.”


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

Sheet is updated and I am good with the marching order and reasoning.

Mistra is obviously listening in to Valghaz's conversation with Aric, curious about this alternate approach to theology. Her pact with Mirkeer was very much not a conversion the way Valghaz speaks of Moradin. She is too far back to really carry on a conversation with them, however, so she turns to Conner. Conner, yes? Thank you for speaking up. We seem to have formed quite the group to travel together. I was not expecting to have so much company on this road. What do you think of the dwarf's beliefs? Is there a belief you follow?


Half-Orc Barbarian 1 | HP 9/15 | AC: 15| Perc: 11 | Init +2 | Rage: 1/2 | Current conditions:

"Tis not for mere mortals to comprehend deity...said someone more religious than me, somewhere," Aric says carelessly.

"Why not kill those that won't convert? They might just try and steal your converts. And how do you know you're not converting cowards anyways? Maybe they're just following Moradin because they're more afraid of what he'll do to them than their last god." Aric adjusts the sheath of his sword. "Sounds like worship to me. Nothing wrong with a little fear. Ain't most decent folk afraid of hellfire and brimstone?" Aric seems quite content in his logic.

Aric looks back down at Valghaz. "I know what I'm after. I'm after my own glory, and I'll find it where I find it. That's what wandering is for. After all, a wandering bee gets the honey. Besides, that was part of the deal. Boss hires me, boss pays a bard to tell how amazing I am for carrying them through Rappan Athuk. Seems a fair deal to me."


Tiefling Sorcerer (Divine Soul) 1 | HP 16 / 16 | AC 11 | Perc 11 | Init +1 | Active Conditions: none

As she listens in on Aric and Valghaz’s discussion, Penence releases a quiet sigh. ”I-In my life, I h-have found that fear is rarely f-found in small a-amounts, and it m-makes even the m-most decent be as the d-d-devils...”


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

Conner looks to Mistra, as he smiles.

I fight for what is right most times, and I am a professional at the task. It is important to stand up for those who can't defend or protect themselves, and those who fight by your side. I hope to gather enough through adventurin' to put up the weapons and retire safely with a family of my own someday, but that depends on my success with those I call friends.


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

DM Screen:

stealth: 1d20 ⇒ 20
Initiative
Valghaz: 1d20 ⇒ 10
Aric: 1d20 + 2 ⇒ (4) + 2 = 6
Aladair: 1d20 + 3 ⇒ (13) + 3 = 16
Penance: 1d20 + 1 ⇒ (8) + 1 = 9
Conner: 1d20 + 2 ⇒ (2) + 2 = 4
Mistra: 1d20 + 4 ⇒ (15) + 4 = 19
DM1: 1d20 + 2 ⇒ (15) + 2 = 17

******************************************************
Round 1
Mistra [10/10 HP]
DM1 (Speaker) [??? HP]
DM2 [??? HP]
DM3 [??? HP]
Aladair [9/9 HP]
Valghaz [12/12 HP]
Penance [9/9 HP]
Aric [15/15 HP]
Conner [13/13 HP]

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

Act 2 Scene 1 First day of travel in the Forest of Hope, Eastreach Province.

3517 Imperial Record (I.R.). Manesdag (5th day) of Second Week of Foeros (Fourthmonth).

Leaving Holscomb the travel goes well. You travel following the Canyon river as it heads downstream. Aric is able to forage you some food (berries, tubers and some leaves) for your travel and while it is not as savory as the food you left back in Holscomb it does end up satiating your appetite for the first leg of your journey.

The forest is thick with trees and foliage that block out a good portion of the sun making the travel somewhat somber. You all keep the conversation short mindful of the talk of the residents that inhabit these woods.

Sometime close to what Aric thinks is Non (noon) you stop to break for lunch. The sky begins to grow overcast with grey clouds. This further casts the forest into greater gloom. Aric is able to trap and catch two birds. Lunch is remnants of breakfast.

Evening comes quickly with no incidence and you set up camp with your backs to the river while Aric begins to roast the birds. The aroma makes your mouth water and before you know it you are all – or rather those of you that are not vegetarians – taking a bite into succulent bird.

Settling in for the evening, Aric instructs each of you how to keep the fire low and you all take your turn at keeping the fire going during your turn at the watch.

Just as the night is being washed away by the coming of a new day Mitra and Conner are unable to do anything as an arrow glowing with a bright yellow glow flies into your camp and hits the ground right behind the slumbering Aric. It immediately lights your entire camp.

Mitra and Conner watch as two armed women and a man move up just at the edge of the dim light. It is one of the women who speaks first.

"Greetings travelers of the Forest of Hope. I do hope we did not wake you but it seems you are trespassing and a fine is in order. We can do this the easy way or the hard way. It is your choice but do not be fooled into thinking that we come alone."

At that five more arrows slam into the ground near the party.

Mistra. Your turn.


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

Mistra evaluates the options quickly. Her first thought is that of course these are probably thieves. The second is that they cannot afford a fine, whether it is legal or not.

I am assuming from the slides that I am too far to make it to melee range this round, so Mistra will draw her Crossbow and use that against the speaker.

You can't bleed gold from a stone! Mistra shouts as she draws her crossbow and fires, moving closer to the visible trio.

Crossbow: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 4 ⇒ (5) + 4 = 9
Perception check to look for the other archers: 1d20 + 4 ⇒ (7) + 4 = 11


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

DM Screen:

bolt 1: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (4) + 1 = 5
bolt 2: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 1 ⇒ (3) + 1 = 4
bolt 3: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 1 ⇒ (1) + 1 = 2
bolt 4: 1d20 + 3 ⇒ (9) + 3 = 121d6 + 1 ⇒ (4) + 1 = 5
bolt 5: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 1 ⇒ (6) + 1 = 7
bolt 6: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 1 ⇒ (3) + 1 = 4
bolt 7: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 1 ⇒ (1) + 1 = 2
bolt 8: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 1 ⇒ (2) + 1 = 3
bolt 9: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (3) + 1 = 4
bolt 10: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 1 ⇒ (5) + 1 = 6
bolt 11: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 1 ⇒ (4) + 1 = 5

Targets d100 1=Valghaz; 2=Aric; 3=Penance; 4=Aladair; 5=Conner; 6=Mistra
bolt 1: 1d6 ⇒ 3
bolt 2: 1d6 ⇒ 6
bolt 3: 1d6 ⇒ 2
bolt 4: 1d6 ⇒ 4
bolt 5: 1d6 ⇒ 2
bolt 6: 1d6 ⇒ 2
bolt 7: 1d6 ⇒ 2
bolt 8: 1d6 ⇒ 5
bolt 9: 1d6 ⇒ 6
bolt 10: 1d6 ⇒ 4
bolt 11: 1d6 ⇒ 2

magic missile vs Mistra: 3d4 + 1 ⇒ (4, 2, 3) + 1 = 10

Mistra's shot flies wide right as it passes the speaker.

"You had to choose the hard way didn't you? It's too early for this but so be it. Take them down!"

As Mistra tries to discern where the other bowmen are located a volley of bolts flies into the camp.

The first bolt misses Penance completely.

Five bolts fly at the slumbering Aric. One of them hit the half orc. Aric takes 4 points of damage

Two bolts take aim at Mistra who easily dodges them.

Another two bolts fly toward Aladair both missing.

Finally one bolt hits Conner in his leg. Conner takes 3 points of damage

The women standing beside the speaker whispers a word and flicks her fingers in the direction of Mistra. Three magical darts streak from her hand and hit Mistra Mistra takes 10 points of damage

The man steps up drawing his blade and is about to wade into your camp when the speaker holds him back and then says, "Do we need to continue or will you be paying the fine? Double now for your rash actions."

Everyone (minus Mistra) in this instance can take their action now Fight, surrender or something else?


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)

Valghaz woke up with a start. ”What in the-“ Seeing Mistra near death he rushed over.

CLW on Mistra: 1d8 + 2 ⇒ (8) + 2 = 10


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

Round 1, Dual Weilder

Conner steps up to the man that drew his blade, and he brings both weapons to bear on him.

LS Att: 1d20 + 5 ⇒ (7) + 5 = 12
LS Dam: 1d8 + 3 ⇒ (3) + 3 = 6
Flail Att: 1d20 + 5 ⇒ (18) + 5 = 23
Flail Dam: 1d8 + 3 ⇒ (6) + 3 = 9


Tiefling Sorcerer (Divine Soul) 1 | HP 16 / 16 | AC 11 | Perc 11 | Init +1 | Active Conditions: none

The voices wake Penance almost immediately. She watches with horror as bolts pierce the night and rain down upon their camp, upon...! "Aric!" Keeping low, she quickly rummages through her pockets and finds a scrap of a prayer hymn. She mutters the words, and places her free in hand over her heart. As she summons her magic, her world becomes like fire.

Casting Shield of Faith on Aric. +2 to his AC for the next 10 minutes.

You all watch as a tongue of golden flame leaps from between the folds of Penance's cloak and embraces Aric, shrouding him in an aura of flickering, blessed light. The same light now dimly glows from the interior of the grey mantel.

Keeping on the ground, she crawls towards the half-orc and keeps a watchful eye for any more bolts coming her way. "Aric! Aric, are you injured?!"

Taking my action to dodge. All attack against me at disadvantage.


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

Staying low, Aladair moves off into the shadowy darkness and attempts to strike at one of the archers with surprise.

Stealth: 1d20 + 3 ⇒ (17) + 3 = 20

Not sure if I can attack this turn from concealment or not. Will try to get behind the group and attack.


Half-Orc Barbarian 1 | HP 9/15 | AC: 15| Perc: 11 | Init +2 | Rage: 1/2 | Current conditions:

Aric wakes up and lets out a roar as the arrow pierces his skin. "I'm alright Boss. Not like a little stick like that can hurt me." Standing, Aric pulls out a javelin and sights in on the woman that cast the spell at Mistra. "They need a bigger stick," he grunts, hurling the javelin at the woman.

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


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******************************************************
Round 2
Mistra [10/10 HP] [Exhaustion L1]

Bandit female pink (Speaker) [??? HP]
Bandit female green (caster) [??? HP]
Bandit male light blue [-9 HP]

Bandit c-bow yellow [??? HP]
Bandit c-bow black [??? HP]
Bandit c-bow gray [??? HP]

Bandit c-bow blue [??? HP]
Bandit c-bow purple [??? HP]
Bandit c-bow orange [??? HP]

Bandit c-bow light blue [??? HP]
Bandit c-bow pink [??? HP]
Bandit c-bow light green [??? HP]

Bandit c-bow brown [??? HP]
Bandit c-bow red [??? HP]

Aladair [9/9 HP]
Valghaz [12/12 HP]
Penance [9/9 HP]
Aric [11/15 HP]
Conner [10/13 HP]
************************************************************

Determined not to be another victim the group dismisses the odds and attacks! Valghaz heals Mistra as she drops to the ground from the magical assault. The ordeal leaves Mistra slightly fatigued. Mistra lvl 1 exhaustion (disadvantage to skill checks)

Conner springs to attack swinging his long sword and flail at the man by the women. The man easily dodges Conner's long sword but leaves himself to Conner's flail. The weapon catches the man in the shoulder.

Aladair moves into the shadows of the trees and foliage as he stalks one of the many crossbowmen. Aladair you can move your token half your speed from last round

Aric awakens to find himself bleeding from an arrow wound and now protected by Penance's mystic shield. He launches a javelin at the caster and barely misses.

Mistra's turn. Mistra because you were knocked out you are prone so it will take half of your movement to stand up (15 ft)


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

Mistra grunts in pain as the missiles swarm her and collapses. When Valghaz's magic hits her moments later, she watches in amazement as her wounds close before her eyes. She stands up, leaving her crossbow on the ground where it fell to focus instead on the two crossbowman she notices close by. Mistra calls forth from her darker powers, and hexes the gold crossbowman. She swings her quarterstaff at him immediately afterwards.

Attack Quarterstaff: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10
Attack Quarterstaff BA: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10

If the first attack drops the gold crossbowman, Mistra will turn the second one upon the grey crossbowman, but without the extra 1d6 of damage from Hex.


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

DM Screen:

bandit lt blue bolt vs Val: 1d20 + 3 ⇒ (7) + 3 = 101d8 + 1 ⇒ (1) + 1 = 2
bandit pink bolt vs Val: 1d20 + 3 ⇒ (18) + 3 = 211d8 + 1 ⇒ (3) + 1 = 4
bandit green bolt vs Val: 1d20 + 3 ⇒ (4) + 3 = 71d8 + 1 ⇒ (5) + 1 = 6

bandit black bolt vs Mistra: 1d20 + 3 ⇒ (17) + 3 = 201d8 + 1 ⇒ (5) + 1 = 6
bandit gray scim vs Mistra: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 1 ⇒ (4) + 1 = 5

bandit red bolt vs Aric: 1d20 + 3 ⇒ (6) + 3 = 91d8 + 1 ⇒ (6) + 1 = 7

bandit brown bolt vs Penance: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 1 ⇒ (2) + 1 = 3
bandit brown bolt vs Penance: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (1) + 1 = 2
bandit org bolt vs Penance: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 1 ⇒ (4) + 1 = 5
bandit org bolt vs Penance: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 1 ⇒ (5) + 1 = 6
bandit purp bolt vs Penance: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 1 ⇒ (2) + 1 = 3
bandit purp bolt vs Penance: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 1 ⇒ (6) + 1 = 7
bandit blue bolt vs Penance: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (5) + 1 = 6
bandit blue bolt vs Penance: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 1 ⇒ (3) + 1 = 4

magic missile vs Val: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10

bandit blue rapier vs Conner: 1d20 + 4 ⇒ (8) + 4 = 121d8 + 2 ⇒ (7) + 2 = 9
bandit blue rapier vs Conner: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 2 ⇒ (1) + 2 = 3
bandit blue dagger vs Conner: 1d20 + 4 ⇒ (13) + 4 = 171d4 + 2 ⇒ (2) + 2 = 4

As Mistra rises you can hear some of the bandits yelling out, "Target the dwarf and the mage by the orc!"

Mistra does her best to disrupt these plans. She rushes forward and strikes one of the crossbowmen twice with her quarterstaff he falls to the ground as the second strike crashes against his temple.

Three bolts fire at Valghaz with one burying into his broad shoulder. The caster sends three magical missiles this time at Valghaz. As it hits the dwarf he falls to the ground. Valghaz gets hit for 14 points of damage. Please make a death save Valghaz.

Mistra as competent as she is with her quarterstaff is not prepared when the bolt slams into her stomach by one bandit and the other bandit strikes her with scimitar Mistra takes 11 points of damage. Please make a death save Mistra.

A lone bolt flies at Aric but the shot misses completely flying into the flowing river behind him.

Four bolts target Penance who does her best to avoid them but two are still able to hit her. Penance takes 9 points of damage. Please make a death save Penance.

Conner watches with surprise as the bandit in front of smiles at Conner's attack. "Decent form but I doubt you've faced one with my skill." The bandit then lunges at Conner stabbing with his rapier, followed up with a slash of his dagger and then stabs again with the rapier. The last attack of the rapier hits Conner. Conner takes 4 points of damage

The speaker stands there her hands on her hip unamused with the way the battle is progressing.

Conner, Aladair and Aric can take their action now. Death saves for everyone else.

Death Save:
Roll a d20. If lhe roll is 10 or higher, you succeed.
Otherwise, you fai!' A success or failure has no effect by itself. On your third success. you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.


Half-Orc Barbarian 1 | HP 9/15 | AC: 15| Perc: 11 | Init +2 | Rage: 1/2 | Current conditions:

Aric swears under his breath as he watches half of his companions fall unconscious due to their wounds. He stands his full height and holds his greatsword in one hand. "What's the fine?" he asks, addressing the speaker.


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

Using his innate magical ability, Al creates a ghostly hand on the far side of the archers. He commands it to grab at some of the bushes and trees and rattle them around, hoping it will distract the archers while he moves into the attack.

Not sure if this would work, but will try and distract the group of archers nearest Aladair so he would get the advantage with his attack??

Once distracted the elf silently gets up and moves into position. In one smooth motion, he stabs at one of the archers (gold?) and then moves back off into the gloom.

Attack-Rapier: 1d20 + 3 ⇒ (16) + 3 = 19
Attack-Rapier: 1d20 + 3 ⇒ (12) + 3 = 15 (advantage if allowed)
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Sneak damage: 1d6 ⇒ 4

Hide action after attack.
Stealth: 1d20 + 3 ⇒ (15) + 3 = 18


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Aladair wrote:

Using his innate magical ability, Al creates a ghostly hand on the far side of the archers. He commands it to grab at some of the bushes and trees and rattle them around, hoping it will distract the archers while he moves into the attack.

Not sure if this would work, but will try and distract the group of archers nearest Aladair so he would get the advantage with his attack??

That would take two rounds. Using Mage Hand has a casting time of 1 action. Let me know if you still want to attack it seems that Aric is ready to pay the fine.


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

Can it be used as a bonus action? or is that taken up by the hide action? Otherwise, I will simply attack and then fade back into the dark


Tiefling Sorcerer (Divine Soul) 1 | HP 16 / 16 | AC 11 | Perc 11 | Init +1 | Active Conditions: none

It can for an Arcane Trickster. Tricksters get a bunch of upgrades for it at 3rd level. I think that’s what you’re thinking of.

All Penance gets out is a gasp before loosing consciousness.

Death Saving Throw: 1d20 ⇒ 14
S: 1, F: 0


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

No mage hand can't be used as a bonus action unfortunately it would need to specify it in the description. Hide action as a bonus action is part of the Rogue's 2nd lvl ability (Cunning action).

You can move up 5 ft, attack and then move back without incurring an opportunity attack since the bandit is holding a crossbow. Because you are hidden this attack would be a sneak attack

Ahh thank you Penance for the clarification


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

Ah, that might be it!! Ok, well attack and move back then.


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

Mistra drops back to the ground after being hit again.

Death Saving Throw: 1d20 ⇒ 4

S: 0, F:1

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