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[WQDM02.02] Mice problems, round 3 - part 3

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The mouse circles around, screeches at the bard, baring its sharp crooked teeth.  It rears up to bite at Joey.  Its teeth fail to connect with the half-elf the bard as Taji and Elrond manages to pull on its tail and it falls prone beside Joey   [Mouse 1 bite attack: 1+6 = 7 vs 16AC, fails] The second mouse takes a couple of steps back, sizing up Gene.  It then charges forward and jumps intending to catch the kid in its claw.  Seeing the mouse's charge would most likely hit him, Gene hastily casts a shield spell as protection - triggering a wild magic surge in the process.  Just before the mouse's claw reaches the kid, the latter vanishes into the astral plane leaving the mouse bewildered on what happened.   [Mouse 2 claw attack: 19+6 = 25 vs 15+5AC, hit] [Mouse 2 claw damage: 2+4=6 slashing damage] [Wild Magic Surge: 26 = astral plane] The third mouse weakly makes a bite attack at Feather.  Confident that the mouse is dying, the ranger sta...

[WQDM02.02] Mice problems, round 3 - part 2

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Rod once more controls the magic of his earthen hand spell and it takes a hold of the mouse.  With a force of will, Rod manages to pin the mouse into the floor and squeeze it flat.  The mouse gives a final shriek before passing out. [Mouse 4 Str saving throw: 10+4 = 14 vs 10+2+3 = 15, fails] [Earthen Grasp damage roll:  4+1 = 5 damage, mouse dies] Joey nods in approval as the mouse falls and scans the room. Seeing Elrond and Taji struggling with their opponent, the bard sprints off towards the north part of the room.  She, however, trips on the tail of one of the mice she is passing and she falls down flat on the floor.  The mouse she was going to attack looks at her, eyes blazing red with rage. [True strike Scimitar attack: 1+5=6 vs 13AC, miss]

[WQDM02.02] Mice problems, round 3 - part 1

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Taji steadies himself from behind the mouse.  The dwarf takes his time studying the creature - looking for a weak spot.  Finding one, Taji strikes with his short sword taking advantage of the creature's distraction.  Just then, Elrond's maul flies towards the creature sending it back towards Taji.  The weight of the mouse, off balances Taji making him miss. [Booming blade attack: 4/1+5=9 vs 13AC, miss] Feather smiles as he sees the helpless mouse beside him.  He once more quicky takes a step back to allow him to use his longbow.  Still reeling from the poison, the mouse tries to take another bite at the ranger but fails to connect. The attack, however, catches Feather off guard causing the ranger's attack to miss. [Mouse 3 Opportunity attack: 8/14+6=14 vs 15AC, miss] [Longbow attack: 2+5=7 vs 13AC, miss] Gene aims and pulls back on his slingshot and charges the bullet with electrical energy. The electrical charged orb hit the mouse - causing it to shake fro...

[WQDM02.02] Mice problems, round 2 - part 4

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Elrond looks around and notes that his party mates are able to carry their own fights.  That should allow him to focus on his own battle.   First, he has to cure himself.  "A cleric is useless to a party when he goes down before anyone else."  Elrond thought to himself. He clutches his holy symbol and casts a cure wound spell on himself.  Revitalized, he focuses on his spiritual maul, moving the weapon for another strike towards the creature.  The weapon flies towards the creature striking a solid blow to its side. [Cure wounds spell:  7+4+3=14, 14 hps restored] [Spiritual weapon spell attack:  18+3+2=23, hit] [Spiritual weapon damage: 8+3=11, 11 hp force damage] Rolex starts making trajectory adjustments (hitting and kicking) to his cannon.  He then presses the fire button, sending the turret to shoot a force ballista towards the mouse attacking  Joey.  A beam of energy squarely hits the creature and sends it flying backwards ...

[WQDM02.02] Mice problems, round 2 - part 3

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The mice attacks. Flanked by Taji and Elrond, the mouse roars up and bite down at the brighter one.  Elrond once more uses warding flare to blind the mouse, but the distance between it and the creature is too close that the mouse cannot miss.  The mouse chomps down hard on the cleric's shoulder.   [Mouse 1 bite attack: 17/15+6=21 vs 15 AC, hit] [Mouse 1 bite damage roll:  4+10+4= 18 piercing damage] The second mouse shakes its head trying to clear its eyes from the glare of the cantrip's explosion.  It hops forward towards Gene aiming to attack the kid but trips in the process. [Mouse 2 bite attack: 1+6=7 vs 15 AC, miss] The third mouse, still weak from the poison gas, moves back away from Feather before charging forward.  Its vision blurs and its grab weakly misses the ranger.   [Mouse 3 claw attack: 5/20+6=11 vs 15 AC, miss] The last mouse, still enraged from Joey's scimitar stab and the appearance of the earthen hand, rears up and takes an...

[WQDM02.02] Mice problems, round 2 - part 2

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From across the room, Elrond shout towards .  "You ok?  You need healing?" "It's ok.  I've got this." Joey shouts back and then chants her own healing word spell, putting her back to almost full health.  The mouse bite on her shoulder almost gone.   Gaining back her arm strength, she then proceeds to attack the mouse in front of her with her scimitar; focusing a true strike spell in the strike.   Hitting true, she the puts her sword training into the blow, placing the scimitar in a defensive position between her and the mouse. [Healing word roll: 4+4+3 = 11, 11 hp restored] [True strike Scimitar attack: 18+5=23 vs 13AC, hit] [Damage roll:  4+6+3+2 = 15 slashing/radiant damage, +6 AC = 22AC] Seeing Joey able to carry herself, Rod proceeds to cast a spell to summon an earthen hand from the dollhouse's floor itself.  He summons it from behind the mouse attacking Joey.  The large hand grabs on to the mouse's rear leg.  The mouse sc...

[WQDM02.02] Mice problems, round 2 - part 1

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Taji once again tries to hide from the mice.  Using the confusion of the battle, the rogue manages to circle around the pack of mice .  From behind the mouse attacking Elrond, Taji stabs the creature on its back and channels magical energy into the blade and into the creature's body.  The creature screams as booming energy vibrations wracks its body. [Hide check: 20+7=27 vs 15DC, success] [Booming blade attack: 5/12+5=17 vs 13AC, hit] [Damage roll: 3+2+2+3=10 hp piercing damage] Feather finds himself in close range with the wounded mouse, takes a chance and moves back away from it.  The mouse, still reeling from the poison, misses its attack.  The ranger knocks another arrow and shoots the mouse.  Feather's hunter's mark reveals the mouse's vulnerable spot and the arrow shoots true towards it. [Mouse 3 Opportunity attack: 5/5+6=11 vs 15AC, miss] [Longbow attack: 17+5=22 vs 13AC, hit] [Damage roll:  6+6+5=17 piercing and force damage] Gene smirks at the...

[WQDM02.01] Mice problems, round 1

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From different doors, the members of the crew enter the dollhouse's recreation room.  Within they find four mice - probably normal sized mice but gigantic compared to their toy-sized bodies. The party prepare for battle. The quickest to act, Taji starts with casting a bladeward protective cantrip (NA) and them moves to a position where he could hide (BA).  Taji rolls a 6 + 7 = 13.  Not enough to hide behind the pillar. Feather them moves next.  Selecting the closest mouse to Gene, he marks it as a favored enemy (BA) and then shoots with his longbow (NA).  Feather rolls am 18 + 5 = 23.  He hits the mouse (M3) which takes 1 + 2 + 5 = 8 damage.  He manages to hit the creature's leg, slowing its movement down. Gene tried to move faster by manipulating luck via his tides of chaos but luck doesn't seem to be at his side.  He then tries to move away from the mice - heading towards the back row of the party (MV), he then pulls out slingshot, focuses on hi...

[WQDH01.08] Giant Mice

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The party splits up to meet with the different dollhouse occupants.  While some head south with Sweeper towards the sitting room to meet with one of the dollhouse's guards, Tartan; the others head north towards the kitchen to try and convince the dollhouse's chef, Chef Basil.   In the midst of the different conversations, a loud scream could be heard coming from the west room of the dollhouse.   The different party members run towards the dollhouse's recreation room which seems to be source of the sound.  Opening the doors, they bump into a screaming Gene as four polar bear sized gray mice run after the kid. The party rolls for initiative.

[WQDH01.07] Guard on duty

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Following Sweeper's suggestion of gathering the other toys’ help in trying to convince the dollhouse's warden in allowing everyone to leave, the party heads out to the other rooms in search of the janitor's companions. To the south - in the sitting room they meet a windup toy soldier.  Sweeper introduces the guard as Tartan one of the dollhouses' guards. The party learns that Tartan is friendly and warm, if a bit lethargic. He mostly wants something exciting to happen.   After conversing with the guard, the party manages to convince him to help their cause.

[WQDH01.06] A Word of Caution

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"Somethings a bit off."  Rolex stated.   "I did some calculations and it would seem the reduction in our sizes has likewise affected our magic capabilities.  Our new toy bodies cannot handle higher magic so we'll be limited to basic spells.   "Same would likewise be true to our physical traits.  We better be wary while in toy state."

[WQDH01.05] Sweeper

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A tumbleweed trundles along the vast hall. A second look reveals this is not a tumbleweed but an oversized dust ball. This grand foyer is not as majestic as it once was. Large flakes of bright paint peel off the walls. Dust covers wooden carvings and ornaments that are all just slightly too large for the cabinets they sit on. A dry staleness fills the air. The most notable feature is the lack of an eastern wall. Beyond it, the derelict ship's captain's quarters are visible, albeit appearing much larger than they were a few seconds ago. As the Cantina's crew searches the dollhouse foyer, a new figure slowly enters the room, a toy sloth holding a broom smiles warmly as it  approaches. “Hello... visitors...  Guests... Friends... "  It greets the party is a very slow speech.  "It’s... been... so... long... since... we’ve... seen... anyone... else.... My... fellow... workers... have... become... hopeless... over... our... lack... of... purpose,... but... not... me.... ...

[WQDH01.04] Let's Explore

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  "It's ok." Elrond stated as he waves off Rod's explanation.   "If this is indeed a prison of sorts, we'd better find a way to get out as soon as possible.   Let's head and explore the house and try to find out any clues as to how we can leave."

[WQDH01.03] Lore Check

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“I think it was me…”   Rod apologizes.   “I thought the dollhouse looked something similar to what I found during research of the Icewind Dale.  Hedrun Ainsfirth, a priestess of Auril, had a penchant for creating unique magic to suit her cruel whims.   Her enemies tended to vanish without any trace.  She was also said to have own a collection of different dollhouses, ones that look like this one.  I had a guess the two were related... and so here we are.... sorry."

[WQDH01.02] What's happening?

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Once Rod touches the dollhouse, the entire party is shrunk down and teleported inside. It happens with little fanfare; one moment, the party members are standing outside, and the next they are in the dollhouse.  The party is likewise transformed into chibi like action figures of two to four inch tall.

[WQDH01.01] Getting Started

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  The crew of the SPS Cantina come across a derelict ship floating in Wildspace.  They cautiously board the ship to check for survivors.  Finding none, they went ahead and searched the ship.  Any noteworthy item in the ship has since forth been damaged by time - except for a quaint dollhouse located in the captain's quarters.  The crew gathers around it to carefully inspect it until someone touched it and the world suddenly vanishes around them.

PC: Flying Feather

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  Flying Feather Human Ranger, Beastmaster 4 -- Armor Class 15 (Studded Leather) Hit Points 36 Speed 30' -- STR DEX CON INT WIS CHA 14  16  14  08  12  10 -- Saving Throws: Dexterity +5, Intelligence +4 Skills: Animal Handling +3, Athletics + 4, Nature +3, Perception* + 5, Stealth* +7, Survival +3 Tools:  Cartographer's Tools Senses: passive Perception 15, Blingsight 10 ft. Languages: Common, ELvish, Dwarven Proficiency Bonus: +2 Traits Heroic Inspiration: reroll d20 x1/long rest Alert - Initiative Proficiency: +2 to initiative roll Alert - Initiative Swap: may swap initiative with another ally Magic Initiate - Druid  Weapon Mastery - Longbow Weapon Mastery - Scimitar Fighting Style - Archery Sharpshooter - Bypass Cover:  Ignore half and three quarters cover Sharpshooter - Firing into Melee: Doesn't impose Disadvantage Sharpshooter - long shorts: Doesn't impose Disadvantage Spellcasting Cantrips:  Druidcraft, Primal Savagery Prepared spe...

PC: Rolex

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 Rolex Gnome Artificer, Artillerist 4 -- Armor Class 14 (Studded Leather armor) Hit Points 31 Speed 30' -- STR DEX CON INT WIS CHA 08    14     14     16     12    10 -- Saving Throws: Constitution +4, Intelligence +5 Skills: Investigation +x, Persuasion +x Tools:  Thieves’ Tools, Tinker’s Tools Woodcarver's Tools, Artisan's Tools (x5) Senses: passive Perception 11, Darkvision 60 ft. Languages: Common, Gnomish Proficiency Bonus: +2 Traits Gnomish Cunning:  Advantage on Int, Wis and Cha saves Gnomish Lineage - Rock Gnome:  Minor Illusion and Prestidigitation cantrips Discount Fast Crafting Tinker's Magic Replicate Magic Item Keen Mind - Lore Knowledge: Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it. Keen Mind - Quick Study: ...

PC: Taji

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  Taji Dwarf Rogue, Arcane Adept 4 -- Armor Class 14 (Leather armor) Hit Points 35 Speed 30' -- STR DEX CON INT WIS CHA 12    16     14     14     09    10 -- Saving Throws: Dexterity +5, Intelligence +4 Skills: Acrobatics + 5, Arcana* +6, Athletics +4, Perception +1, Sleight of Hand +5, Stealth* +7 Tools:  Navigator's Tools, Thieves' Tools Senses: passive Perception 09, Darkvision 120 ft. Languages: Common, Dwarven, Thieves' Cant Proficiency Bonus: +2 Traits Dwarven Resilience:  Resist poison damage.  Advantage on Poison saves. Dwarven Toughness Tavern Brawler - Enhanced UAs: 1d4 Unarmed strike damage.   Tavern Brawler - Damage Rerolls: Rerolls 1s.   Tavern Brawler - Improvised Weaponry: Improvised Weapon proficiency Tavern Brawler - Push: UA + push 5 ft. Sneak Attack: +2d6 sneak attack damage / turn Weapon Mastery - Dagger:  Fey Touched Feat Spellcasting Cantrips:  Bladew...

PC: Gene

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Gene Human Sorcerer, Wild Magic 4 -- Armor Class 15 (Mage Armor) Hit Points 31 Speed 30' -- STR DEX CON INT WIS CHA 10    14     14      12    08    16 -- Saving Throws: Constitution +4, Charisma +5 Skills: Acrobatics +4, Arcana +3, Athletics +2, Insight +1, Deception +5, Perception +1, Stealth +4 Tools:  Thieves' Tools Senses: passive Perception 09 Languages: Common Proficiency Bonus: +2 Traits Heroic Inspiration: reroll d20 x1/long rest Lucky: Luck Points. 2 / long rest Font of Magic: 4 Sorcery Points Metamagic: Empowered spell, Seeking spell Wild Magic Surge:  Wild Magic surge on 20 of a d20 roll after casting a sorcerer spell. Tides of Chaos:  Gain advantage on d20 roll.  Recharge on casting a sorcerer spell or long rest.  Surge on casting a sorcerer spell.  Spell Sniper - Bypass Cover: Spells ignore Half Cover and Three-Quarters Cover. Spell Sniper - Casting in Melee: Being within 5 feet of an...

PC: Rod

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Rod Human Wizard, Order of Scribes 4 -- Armor Class 11 (Unarmored) Hit Points 22 Speed 30' -- STR DEX CON INT WIS CHA 08     14     10     16    12    14 -- Saving Throws: Intelligence +5, Wisdom +3 Skills: Arcana +7, History +5, Insight +3, Religion +5, +1 skill Toll Proficiency:  Calligrapher's Supplies Senses: passive Perception 11 Languages: Common Proficiency Bonus: +2 Traits Heroic Inspiration: reroll d20 x1/long rest Lucky: Luck Points. 2 / long rest Magic Initiate (Cleric) Ritual Adept Arcane Recovery: Recover 2 spell slot levels on a short rest. 1x per long rest. Wizardly Quill Awakened Spellbook - spell focus, change element type, quick ritual Keen Mind Feat Spellcasting Cantrips:  Fire bolt, Elementalism, Minor Illusion, Prestidigitation + 2 Cleric (Light, Sacred Flame) Prepared spells:  7 Wizard + Chromatic Orb, Comprehend Languages (R), Find Familiar (R), , Phantasmal Force, Sleep +...

PC: Elrond

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Elrond Human Cleric, Domain of Light 4 -- Armor Class 15 (chain mail armor) Hit Points 31 Speed 30' -- STR DEX CON INT WIS CHA 13     08     14     10    16    12 -- Saving Throws: Wisdom +5, Charisma +5 Skills: History + 3, Insight +5, Medicine +3, Persuasion + 4,  Religion +3, +1  Senses: passive Perception 13 Languages: Common Proficiency Bonus: +2 Traits Heroic Inspiration: reroll d20 x1/long rest Healing Rerolls:  reroll 1s on healing rolls Magic Initiate:  Wizard Protector Divine Order Inspiring leader:  +7 thp to Six allies  Spellcasting Cantrips:  Light, Sacred Flame, Thaumaturgy, Word of Radiance + Bladeward, Truestrike Prepared spells:  7 Cleric + Burning Hands, Faerie Fire, Scorching Ray, See Invisibility, Shield 1st level (4 slots): Bless, Cure Wounds, Healing Word, Protection for Good and Evil, Sanctuary 2nd level (3 slots): Lesser Restoration, Spiritual Weapon...

PC: Joey

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Joey, Ship Captain Half-elf Bard, College of the Blade 4 -- Armor Class 16 (breast plate armor) Hit Points 31 Speed 30' -- STR DEX CON INT WIS CHA 10     16     14     12    08    16 -- Saving Throws: Dexterity +5, Charisma +5 Skills: Acrobatics +5, Perception +1, Performance +5  Tools:  Musical Instrument +4 Senses: passive Perception 11 Languages: Common, Elvish Proficiency Bonus: +2 Traits Elven Lineage - High Elf Fey Ancestry: Advantage vs Charm Trance: 4 hours for long rest Background:  Entertainer Encouraging Song.:  Heroic Inspiration to 2 allies per short/long rest Jack of all Trades: +1 skill check on non-proficient skills Fighting Style - Dueling:  +2 dmg on melee weapon Spellcasting Cantrips:  Bladeward, Mage Hand, Presidigitation, True Strike Prepared spells:  7 Bard  + Detect Magic 1st level (4 slots): Command, Heroism, Cure Wounds, Healing Word 2nd level (3 slots):...