Monty Haul's Storm King's Thunder - 5E

Game Master Steve Geddes

Campaign Day: Day twenty two. Campaign Map: Varisia

Current Time: Oathday 28th of Pharast 4712 - midmorning

Weather: Sunny and Warm.

Current Goal: Find the Frost Giant Harshnag.

Loot!


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Male Mountain Dwarf Ranger (Soldier)/5; HP: 61/61; AC: 19; Initiative: +3 (Adv); Passive Perception: 13; Inspiration: 1

I be fairly sure we can handle this fer ya.

He places his hand on Morak's shoulder.

Kraz, shall we be makin' quick work o' the soldiers.

Dorin begins to herd the prisoners together, and he places them all on their knees.


Elf Bladesinger 5; Init +4; Spells Left 4/2/2/1; Hits 27/27; AC17/21+mirror image; Passive Perception +7, Passive Investigation +11

"I will not be your executioner," confirms the elf mage. "The danger is not over."


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Assuming we can call a short rest before all this right?

If so: 2d12 + 6 ⇒ (3, 12) + 6 = 21 using 2 rolls..

Kraz stows his greatsword and hefts his axe..

"Might as well Dorin, scum like that deserves no better.. The townsfolk have spoke their judgement."

Not sure on the whole execution thing, if we need rolls or you just say its done..

Moving to Boss Hark and his 2 guards..

"What you did to these folk was heinous and evil, you have been judged by a group a peers and sentenced to death. I am no lawman, but I have no problems dropping the axe.. I'll give you a moment to speak your prayers if you want.."


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

Spending two hit dice to heal: 2d8 + 2 ⇒ (3, 7) + 2 = 12 (+ potentially 1d6 ⇒ 2 from Song of Rest)

"Silvio respects and even agrees with your decision", the rogue tells Morak. "However, Silvio will not partake in the implementation. Silvio is a lover. Silvio is a fighter. Silvio is not a executioner. Silvio shall leave you room to do what you think must be done. But do it quickly. There are a lot of villagers anxious to get home."


Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0

Rath simply shrugs as the others discuss the execution.

They were guilty of horrible crimes and must pay with their lives. I will assist if needed, but first must play a dirge to keep their spirits from haunting us".

1d20 ⇒ 3 Perform: Bagpipes

And once again a terrible haunting wail fills the air, and the enemy is eager to hasten onto their death.


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Pik plays a soothing tune on his beat up old lute as the group rests.

Song of Rest (d6): You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

Rest (One Hit Die): 1d8 + 4 ⇒ (2) + 4 = 6
Song of Rest: 1d6 ⇒ 1

He kneels by the equipment and looks it over. With a slight frown and a nod he indicates the thieves' tools. I know a little bit about using those. If no one is adverse to it, they may come in handy sometime. He shrugs. Maybe.

The half-elf gets to his feet and brushes off his pants. As for executions, of course. As distasteful as such things can be, someone has to carry out the punishment. They're lucky that you folk passed judgement. A quick death, and their family and kin being spared, is much kinder than they'd receive elsewhere. While Dorin and Kraz prepare to mete out the sentence, Pik will go to the area where there were goblin women and children and respectfully explain the situation.

Persuasion: 1d20 + 8 ⇒ (14) + 8 = 22

We understand that your leaders are to blame for your treatment of the villagers, he begins sympathetically. And so, none of you will be harmed....


With the atonal sound of Rath’s bagpipes echoing through the dripping caves, Kraz and Dorin take Boss Hark and his soldiers to a side chamber, accompanied by Morak.

I’ll bear witness on behalf of the village,” he offers with a grim expression. “Thank you for sparing the townfolk this burden. They’re used to fending for themselves out here, but we’ve never had to deal with something like this before.

As the people’s sentence is enacted, Pik heads down the northern passage until it opens out into a chamber with various tunnels leading off to the goblins’ living areas. From the gloom, you can see half-hidden goblin faces who peer out at you, terrified. At the end of Pik’s announcement, they offer no reply but merely shrink back deeper into the caves.

A short time later, Dorin, Kraz and Morak return to the group. Morak offers nothing but a curt nod to the townfolk before beginning to give them instructions, distributing the supplies and goods the goblins had looted evenly in preparation for the long walk back to Elbar’s Bluff. They organise rosters amongst themselves to pull a couple of smaller carts which survived the goblin ambush. Whilst they prepare, your group has time for a brief rest.


Once you are ready, you lead the villagers away from the caves back towards the river and then home to Elbar’s Bluff. It’s slower going than when you first travelled this way, however you are easily able to make it back before dark, arriving back at the island village late in the afternoon.

During the travel, the villagers’ mood brightens considerably. The fog lifts by lunch time and the townsfolk are soon chatting and laughing with relief as they begin to realise their ordeal is over. The few surviving guards station themselves near the rear of the caravan and Morak and Hiral, the Pharasmin cleric join you at the head of the column.

How did the town fare?” asks Hiral seriously. “Does the church still stand?


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Song of Rest: 1d6 ⇒ 1

"The town took a beating, many of the buildings were damaged.. I believe the church was mostly in tact though."


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Pik takes the thieves' tools unless someone objects.

Yes indeed, the church still stands. We left a few dead goblins inside, but it is otherwise fine. Pik smiles good-naturedly, though not too wide. Unfortunately, many homes are damaged and it appears several were looted by other creatures. You also have a group of mercenaries that have come to...help. He shrugs as he continues, On the plus side, they've proven valuable already. We were able to hold off a tribe of orcs seeking to loot your town even further with the help of these soldiers. On the down side, they'll almost certainly expect a reward for doing so.


Elf Bladesinger 5; Init +4; Spells Left 4/2/2/1; Hits 27/27; AC17/21+mirror image; Passive Perception +7, Passive Investigation +11

"You should elect a leader. And send for help. The orcs may be back," finishes Coronei.


Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0

Rath continues to fidget with his bagpipes, wondering how to make something less painful come from this ridiculous collection of pipes and bladders, as he listens to the plan and rests.

Did Kella come with us or stay back in the village?


Kella remained back at the village with Xolkin, the seven snakes and the surviving town guards.


As Elbar's bluff comes into view, you can see Xolkin supervising the seven snakes and remaining town guards as they industriously work on repairing the town's fortifications. The spirits of the townsfolk lift as they return home. Although the damage is evident, most of the town remains intact and they eagerly split into groups to check on their lodgings and to learn the fate of those left behind.

By evening, most people have settled in. Morak has examined the inn somewhat gloomily as it was one of the most severely damaged. Nonetheless, he hosts a communal meal that night in the front room and it is clear the townsfolk are turning to him as the most likely leader of the village.

Xolkin has taken the task of organising watches, splitting duties between his mercenaries and the surviving town guards. As the meal unfolds, he sits talking with Kella to one side.

The six of you are the centre of attention, villagers coming up to you throughout the night to thank you for your rescue. Although the laughter is a little forced and the town is still clearly in a bad way, the townfolk are clearly in need of some celebration before putting their minds to the task of rebuilding.

Towards the end of the night as things begin to wind down, Morak seeks you out for a quiet word.

"Thank you again for all that you've done," he begins. "I fear that there isn't much more I can offer besides the town's gratitude. May I ask where you plan on heading next? Or whether you might be looking to stay around for a while?"


Elf Bladesinger 5; Init +4; Spells Left 4/2/2/1; Hits 27/27; AC17/21+mirror image; Passive Perception +7, Passive Investigation +11

"What do you need, Morak?". Coronei asks the obvious question. He has tried to help out round the village but finds many tasks beyond his meagre strength.

He does set an alarm ritual outside the weakest entry point and tells the guards to use his name if they wish to move through the area. The spell does not last long but its more to show he can help a little.

"If you do not need us per se, then I would like to know more of the black stone monolith."


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"Silvio will go whereever the next adventure is to be had", Silvio answers the inn keeper. "Perhaps that adventure starts here, perhaps elsewhere. On that note, Silvio seem to recall that he and his good friends came here to stop the scourage of the local orc horde. Was the marauders that Silvio and his talented companions dispatched some days ago all of them or are there more?"


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Pik shrugs as he considers the question, Well, I've very little skill with a hammer, but it seems as if you folk could use as much help as you can get. Seems to me your little town has attracted the attention of a whole lot of...things...in this area. With a frown, the half-elf continues, Not to mention the Giants. I imagine they won't be back, but your stone must mean something to them to have done this. And there's no telling if another group of them will come by looking for it. They may even be upset when it isn't here.


Morak shakes his head in response to questions about the Nightstone. “I’m afraid I know very little. Nobody does really,” he answers with a shrug. “It’s been there since way before the town was here. From time to time the Cypher mages come up from Riddleport to stare at it for a while. I don’t think any of them ever worked out what it means. Hiral might know more about it, sometimes they talk to him.

It’s kind of you to offer to help with the rebuilding. I think we should be able to manage. However, there is something you may be able to assist with. My neighbour, Semile Southwell was unfortunately killed in the attack. She doesn’t have any family here, but her brother is a sergeant in the town guard of Roderic’s Cove. I’d dearly like to get a message to him…if you were heading that way?

I’m afraid I don’t have much to offer in the way of payment, however you’re all welcome to stay in the Nightstone Inn any time you’re passing,” the old dwarf grins with a wave at the half-ruined building.


From what I hear, you dealt with the entirety of the orc band. And quite an impressive tale, the way the guards tell it!” Morak says to Silvio. “Believe it or not, Elbar’s Bluff is generally a quiet place. We need to grieve for the dead, but we’ll be back on our feet soon enough.


Male Mountain Dwarf Ranger (Soldier)/5; HP: 61/61; AC: 19; Initiative: +3 (Adv); Passive Perception: 13; Inspiration: 1

Well, Roderic's Cove be soundin' as good as anywhere. I'm sure we can be takin' yer message.


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"Well, Silvio Callgari Pazzi is a very impressive person. And so are his good friends! It only makes sense that the guards would convey that in their retelling of the recent events", Silvio says with a smile and sips on his wine. "This Roderic's Cove that you talk about. What else can you tell Silvio about it?"


Male Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1 Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0

"Suits me. Whatever you decide. The spirits have linked us now, and we must continue our journey". Rath looks into the air, eager to see any of his spirit brothers circling.

RETRO: On the trip back to the village, Rath will question several of the villagers about Kella. Where did she come from? How long has she been here? that type of thing.

I'll be on a week long business trip, but should still be able to post from the hotel. Don't let me hold things up if not however, and feel free to DMPC my character.


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Pik shrugs again, I hadn't given much thought to where I'd be going from here. I suppose one place is as good as another.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Kraz does not have much questions but gives into his vice and parties down with the townsfolk, eagerly consuming more ale than he needs.. His mood lightens and he becomes more friendly as he drinks, but a glimmer in his eye tells you it would not hurt his feelings if he found a fist fight..

"Wherever the road takes us is fine by me! Pass me another ale?"


Elf Bladesinger 5; Init +4; Spells Left 4/2/2/1; Hits 27/27; AC17/21+mirror image; Passive Perception +7, Passive Investigation +11
Monty Haul wrote:
....It’s been there since way before the town was here. From time to time the Cypher mages come up from Riddleport to stare at it for a while. I don’t think any of them ever worked out what it means. Hiral might know more about it, sometimes they talk to him....

"Tell me more of Hiral - and they will take this message for you." Coronei tries to match the voluble innkeep and adds extra words to his normally terse delivery.


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []
Rath Irreson wrote:
"Suits me. Whatever you decide. The spirits have linked us now, and we must continue our journey". Rath looks into the air, eager to see any of his spirit brothers circling.

Silvio follows Rath's as the scan the ceiling. "These spirits, are the a metaphor or fully established beings?"


Silvio Callgari Pazzi wrote:
"Well, Silvio Callgari Pazzi is a very impressive person. And so are his good friends! It only makes sense that the guards would convey that in their retelling of the recent events", Silvio says with a smile and sips on his wine. "This Roderic's Cove that you talk about. What else can you tell Silvio about it?"

The nicest thing one can say about Roderic’s Cove is that it’s not as bad as Riddleport," answers Morak. "We’re fortunate out here. We don’t really have much that Riddleport needs, so they leave us alone. Roderic’s Cove weren’t so lucky – the Overlord has had them on a short leash for years.


Hiral spends most of the evening tidying up his church. You get the feeling he’s not really part of the community, although he’s obviously respected. Although somewhat formal, he is clearly very grateful to your group and is able to offer Coronei and Rath a little more information with their enquiries.

Kella has been here a few weeks,” he informs Rath. “I was with Lady Nandar a few times she brought her…petition. She’s a representative of the Aspis Consortium. They’re looking to set up a logging enterprise in the Mierani Forest and Kella thinks Elbar’s Bluff would be the perfect loading point before taking them by barge down to Riddleport. It’s safe to say Lady Nandar was not of a mind to agree – the elves of the forest are a private lot, but Lady Nandar had good relations with them when needed. She didn’t want to buy in to any trouble. I suspect that given how the town has suffered, we’ll probably be forced to come to some arrangement,” he concludes with a shrug. “There’s no denying our defences have taken a blow.

The Cyphermages do come up and study the Nightstone from time to time. Tied to their researches into understanding the Cyphergate I suppose. They always ask me about its history, but don’t seem particularly enlightened by their time here.” he says to Coronei, before frowning slightly. “Although…I do remember one visitor a couple of years back. A dishevelled man…not one of their brightest stars, if you take my meaning...Anyhow, he had a theory that the Nightstone was completely different to the runes of the Cyphergate. Now that I think about it, his opinion was that the Nightstone was the work of the giants of Thassilon. That the runes used were different from the Cyphergate symbols. Or used differently, or something…Elvarin, his name was. Presumably you could still find him in Riddleport. I’d look in the cheapest inns, if I were you. The others were always quite dismissive of him, but given the cloud giants attack, maybe he was onto something?


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []
Monty Haul wrote:
The nicest thing one can say about Roderic’s Cove is that it’s not as bad as Riddleport," answers Morak. "We’re fortunate out here. We don’t really have much that Riddleport needs, so they leave us alone. Roderic’s Cove weren’t so lucky – the Overlord has had them on a short leash for years.

"What Silvio hears is a place rife with adventure! Silvio will be happy to deliver your message" Silvio says excitedly, then adding "albeit a sad message it is..."

Is the Overlord a Riddleport thing or a Roderic's Cove thing? Is it something that we might have heard about?
If not:
"Who is this entity that Silvio has just heard about? And how come he, she, it has control over the town?"


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Perhaps, if you're not interested in a deal with these people, you should consider contacting the elves. They may be able to help. Pik frowns as he considers the town's situation. It would be a shame to take the protection of the Consortium only to earn a new enemy.


Silvio Callgari Pazzi wrote:

Is the Overlord a Riddleport thing or a Roderic's Cove thing? Is it something that we might have heard about?

If not:
"Who is this entity that Silvio has just heard about? And how come he, she, it has control over the town?"

The Overlord is one of the crime bosses in Riddleport. He's currently the de facto ruler, although that is not a job known for its longevity. You would each have paid protection money/bribes to his 'police' whilst staying there.

"Roderic's Cove is where most of Riddleport's food comes from," explains Morak. "They're a little too far for Magnimar to really care about and not big enough to stand on their own. Whether they like it or not, they work for Riddleport."

The innkeeper nods at Pik's warning. "We've got some choices to make, that's for sure. I'll speak to everyone quietly. If the Consortium want to send us soldiers, it's hard to say know. If they plan on lording it over us, they'll find we're not as soft as they may think!"


Presuming nobody has any further questions for people in the town. I presume you'll be leaving for Roderic's Cove in the morning? You can either head via Riddleport and travel by boat or go directly overland which will take a couple of days off the trip and be free.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"I'm fine with walking, the countryside is nice this time of the year."


Elf Bladesinger 5; Init +4; Spells Left 4/2/2/1; Hits 27/27; AC17/21+mirror image; Passive Perception +7, Passive Investigation +11

He thanks Hiral and files the name Elvarin away for later. "I can walk."

Looking forward to the rest of this. Not read anymore so just the way I like it. Even if Coronei is twice as bright as me.


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Pik chuckles, Nice countryside, indeed. You're the one with the winter coat! The half-elf shrugs, I'm fine with walking. I'll just walk faster to keep myself warm!


Male Mountain Dwarf Ranger (Soldier)/5; HP: 61/61; AC: 19; Initiative: +3 (Adv); Passive Perception: 13; Inspiration: 1

Whatever it be takin'. Me stubby legs will have t'do.


After the night’s festivities, your party finds accommodation in any of the sadly empty village houses. Early the next day, you make your preparations to leave as the town continues their work of rebuilding and getting their lives back in order. Kella and the Seven Snakes look to be settling in, paying particular attention to the town’s defences whilst the townsfolk are more concerned with their vegetable gardens and repairing those buildings damaged by boulders. When it comes time to leave, almost all of the townfolk gather at the gate to wish you well.

Morak and Hiral both accompany you over the drawbridge as does Xolkin, the leader of the Aspis mercenaries. As your party says it’s farewell, a solitary crow flies to the top of a guardtower, regarding Rath with a long, steady gaze for several moments before launching into the air and wheeling to disappear behind the church steeple.

Thank you again,” Morak smiles. “I spent the night thinking what would have happened if you hadn’t answered Lady Nandar’s call. We are in your debt. Come back and visit next time you’re passing. There’s always a bed here for you.

Indeed,” concurs the Pharasmin priest. “although I am a mere servitor of the church, if there’s ever anything I can do, I vow my service.” inclining his head he steps back stiffly.

Tomorrow is the Day of Bones a sacred day to be interred. Given the recent tragedies, I’m sure the villagers will take comfort knowing that Pharasma’s gaze is on us.

Xolkin rolls his eyes at the priest’s pomposity. “That’s right…A sure way to cheer up the grieving is to remind us all that the lady of Graves comes for all of us eventually!” he also nods to you each in turn. “You’re all handy in a fight. Those orcs would have had the best of us if you weren’t already here. If you ever want some regular work, I’d be sure to find you a place….Looks like we’re going to be here a while, but we move all over the north. You can always leave a message with the Consortium office in Riddleport if you want to sign on.

You’ll have two and a bit days of travel back down the river towards Riddleport, then a couple more cross country to Roderic’s Cove. Whilst you travel you have some uninvestigated loot – a couple of locked boxes and a scroll (which Coronei can discern contains the spell invisibility.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Silvio, you mind making sure them lock boxes aren't trapped so we can see what's inside?"


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"Of course Silvio can do that! Silvio will also do you one better and open them up", Silvio states confidently and starts to examine the lockboxes.

Would that be a dex roll + thieves tools (+6) or (dread) a perception check (-1)?
The d20 roll: 1d20 ⇒ 17
Oh, I like my chances!


Elf Bladesinger 5; Init +4; Spells Left 4/2/2/1; Hits 27/27; AC17/21+mirror image; Passive Perception +7, Passive Investigation +11

"The scroll makes you vanish. Useful."

Coronei watches the way Silvio works as they sit round the first camp rest. He keeps his hands busy rubbing the already polished elfbow.


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Pik smiles and adds, If they end up being too tricky, I can give the locks a shot. Though I expect you'll prove more than a match for them. He chuckles, At least, that is, if you wield a pin as well as that sword!


Silvio gives the two boxes a quick check to ensure they aren't trapped before tinkering with the locks as the party watches him work.

Although they are both well fashioned, it doesn't take him too long before they open. The box from the trading post contains 45 gold pieces, 2 gems worth 100 gold pieces each and a potion of healing. The strongbox you found has a well maintained suit of chainmail, four silver trade bars worth 40 gold pieces each and six small gemstones each worth ten gold pieces. All of those have been added to the party treasure. I've also deleted items people have claimed individually.

Your travel is uneventful for the first couple of days as you follow the river back towards Riddleport. Upon packing up camp after the second night, Dorin finds a decent spot to ford the river and you begin the overland trek to Roderic’s Cove. The terrain grows rougher and hillier, and the day is warmer than you have been used to, although there is a mild breeze which keeps you cool as you walk – an ideal day for moving cross country and you make good time.

As your party makes it’s way through the rolling hills which lie between Riddleport and its vassal town, Pik and Coronei are the first to become aware of the sounds of a loud argument, slightly off from the animal trail Dorin has been leading you along. The voices are indistinct, but clearly loud and unconcerned with being overhead, you would judge a hundred yards away or perhaps even two.

It’s easy enough for you to avoid the argument, if you wish.
Press on to Roderic’s Cover? Send one or more of you through the hills to investigate?


Here is a map of Varisia, if the geography is getting confusing... I've put that link in the campaign header above also, for future reference.


Elf Bladesinger 5; Init +4; Spells Left 4/2/2/1; Hits 27/27; AC17/21+mirror image; Passive Perception +7, Passive Investigation +11

Cheers Monty.

Coronei points out the sounds of loud conflict, "maybe someone needs help?"


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Pik shrugs, It's at least something interesting. The half-elf chuckles as he continues, What's the worst that could happen?


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Famous last words.."


Elf Bladesinger 5; Init +4; Spells Left 4/2/2/1; Hits 27/27; AC17/21+mirror image; Passive Perception +7, Passive Investigation +11

Coronei heads towards the sounds with Pik and a faint smile to Kraz in agreement. He strings his bow as he walks.


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Pik laughs, Everyone's always so on edge when you say that. So superstitious...it's fascinating. Shall we?


Deviating slightly from the trail toward Roderic’s Cove, the part heads into the hills in the direction of the argument. At this distance, stealth is not an issue and you are all able to reach the crest of the next hill, peering over at the sight of the ongoing argument.

The vista before you shows a homestead in the distance, perhaps three hundred yards away. Even from here, you can see it has been ruined. Fences are down, buildings partially destroyed and you can see some dead livestock surrounding the farmhouses as well as a few scattered animals who have clearly been freed from their pens. The source of the argument is apparent also, one hundred yards from your current position you can see three hill giants shouting angrily as they push and shove one another.

Two of them are duking it out, punching and kicking one another as they scream threats and abuse whilst the third stands with his back to you, shouting at the two of them in giantish. The two combatants have discarded a sack and a club although the third has retained his own, brandishing it threateningly at the two brawling giants.

Giantish:
Knock it off or I’ll beat the both of you with me club! I don’t care who’s carrying the most. Okssort has given us another human farm. You want to tell him we didn’t have time to hit it since you two were two busy arguing about some sheep?

The other two ignore the third for now, continuing to trade blows as they yell and shout at one another. The terrain around here is pretty sparse, so getting much closer to them will require stealth checks. There are copses of trees, boulders and gullies you could utilise if you wanted to creep closer to them and get within a hundred feet or so. It would be a DC14 stealth check to close the distance to 100 feet.

The farm appears deserted (although it’s a long way from here). You can easily skirt round the giants to investigate, move up to attack, launch a ranged attack from here (300 feet away), head back to the trail…anything else?


Elf Bladesinger 5; Init +4; Spells Left 4/2/2/1; Hits 27/27; AC17/21+mirror image; Passive Perception +7, Passive Investigation +11

"What are they saying?" Coronei looks round to see if anyone may know.

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