HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)
Depending on how lenient Infinity is, the description says it would need to be placed on a non-magical weapon or armor. And speaking of armor, did anyone take the +2 Breastplate? That ends up being 16 +2 max dex for medium armor.
Illuvin starts making his way towards the cave entrance. "Jax, you seemed to know a lot about these mounds before. Anything we should know before entering?"
Urth, while they seem fairly tight lipped about Klauth's specific intentions, they freely discuss the well known hatred that has existed between giants and dragons for all of history.
Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5
Urth disembarks the ship like a sailor and tries not to fall on his keister on the ice.
"Does anyone want me to cast Arcane Eye to scout ahead without endangering us?" He asks again. They didn't want to at the giant's oracle, so he guessed that they would want to charge in again.
We can wait for a yay or nay, but in the future you might as well just go for it if your character wants to do something. We can always retcon a 'wait! no, because...' if anyone objects to what you are doing.
Can't imagine anyone would unless they really hate the cold and want to gtfo asap...
Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5
I agree. But last time, the crew said nay. Depending on how much it tells us, it could become standard operating procedure
Urth casts Arcane Eye:
Duration: Concentration, up to 1 hour
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier b locks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Thick ice hangs above the pillared entrance to Great Worm Cavern, and the interior walls of the place are covered with an icy glaze and lined with massive icicles that gleam and glitter in reflected light. The walls are too slippery to be climbed without gear or magic.
The cavern floor is a sheet of slippery ice, somehow even glossier than that outside, flanked by 70-foot-high ledges of rock, atop which stand two totem poles of chiseled ice with carvings that resemble winged snakes. The walls of these ledges are riddled with caves resembling living quarters. Natural steam vents in the rock must keep the caves warm throughout the year. Through your arcane eye, you note a small group of tribal warriors huddled near the entrance, seemingly awaiting your entry on a ledge with spears. Further above the ledges, dug into the cavern walls, are narrow crypts where perhaps the honored dead are placed, their frozen corpses propped up in a standing position.
Rising from the back of the cavern is a triangular promontory of ice-covered rock, 120 feet above the cavern floor at its peak. Thereupon stands an altar of frost-covered stone, carved in the shape of a coiled serpent with great wings. Also at the back of the cave hangs a massive crescent-shaped gong in a crude stone frame, cracked and ancient possibly sized for a giant.
Map updated/revealed...for the umpteenth time scale is whack, 50 ft squares this go.
Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5
Urth says, "there's a small group of tribal warriors huddled near the entrance, seemingly awaiting our entry on a ledge with spears. Further above the ledges, dug into the cavern walls, are narrow crypts where perhaps the honored dead are placed, their frozen corpses propped up in a standing position.
"Do we want to parlay or just rukking slaughter them?"
HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)
"Before, they were trying to invade our friend's holy place. This time we are the invaders... I'm sure they'll be open to negotiation! Shall I go see what I can do? "
I'm not sure how long it would take the Arcane Eye to scout but could I have cast Tenser's Floating Disk as a ritual while we wait?
HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)
Well if we have the time...I'll do Unseen Servant as well. The floating disk can be the table and the servant can pour the tea (wine)! Make it look impressive as we go meet our hosts. Or at least make us comfortable while we wait. Somebody want to cast tiny hut so we don't have to wait in the cold? This bard travels in style!
Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover
"We can all behave. We'll tagalong incase they feel the need get nasty. They've a reputation. They might have more than just the one white dragon as a pet."
Rogue 6 | Init: +4 | AC 15 | HP 39/39 | Saves: S +0 D +7 Co +1 I +5 W -1 Ch +2 | Perception +5 (15) | Spell slots: 3/3 | Inspiration: [N]
On the trip, Pindleton will hang out with the Crow's Nest watchers (with his boots, he has no real fear of falling from there), as well as pepper anyone willing to tolerate him with questions about the mechanical and magical functions of the airship.
"Negotiation sounds like a good approach, but prep up because I doubt it's going to work out very well. But if we can avoid killing, I'm all for that!"
Rogue 6 | Init: +4 | AC 15 | HP 39/39 | Saves: S +0 D +7 Co +1 I +5 W -1 Ch +2 | Perception +5 (15) | Spell slots: 3/3 | Inspiration: [N]
GM Infinity wrote:
Question on my mind: who pokes their head through the death hole first? ;)
”Unless anyone objects, I can send in an illusion of myself with my hands up in the air, and someone can holler in behind it to say we just want to talk. That way we can see if they attack first or are willing to talk.” With a shrug, Pindleton casts silent image.
As the image enters to about 50 feet, one of the tribal warriors chucks his spear inches from the imaginary Pindle-toes, fracturing the ice with its strength and bellowing a warning cry "Drogosh et neet...shorog tesh et nock raf neet!"
Bothii:
"Do not enter, you. Outsiders are not worthy to walk here, you."
Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5
Urth uses his minor illusion to increase the volume and lower the pitch of his voice, "your chief is dead. His dragon is free. Leave this place at once or be destroyed!" Then, he shrugs to the group.
HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)
Good call on the illusion!
"Perhaps they are just in a bad mood today?" Illuvin shrugs. "These seem like the type of people that listen to strength. Let me see what I can do to change their attitude." He casts a spell before speaking again.
Cast Tongues to make sure nothing is lost in translation.
Shouting to the warriors, "Warriors of the Great Worm Tribe! I'm sure by now you've heard of the fate of your chieftain Wormblud. We are the ones who captured his war party. We are the ones who slayed your chief! Stand down or we will be forced to kill more of your people. Let us get the item we came for unmolested or face our wrath!"
Intimidate:1d20 + 6 ⇒ (15) + 6 = 21
looks like it took me to long to get this typed up...
Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover
Thumps chuckles, "Negotiating?" He shrugs and checks his hand crossbow is ready.
After a brief silence "You kill our chief, come steal our most holy relic? You want kill our women and children too?? That is all you find here. Maybe you strong and we no stop you...but the Great Worm will know what you do...."
A closer look through the eye confirms, these 4 warriors are older teenagers with the rest of the inhabitants being women, children, and elders.
HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)
To his group, "I don't think a beating will be necessary. Lets just grab their 'most holy relic' and get out of here. You think it's that giant gong over there?"
Shouting to the warriors, "The great worm can know what he wants! You all just have to know we have the power to slaughter the lot of you if we choose to, and that we choose not to do so! Don't force our hand!"
After his warning, Illuvin strides confidently into the caves.
Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25
We really would prefer peace, a contract between the giants and the humans. For years, it was humans here and giants there. Actually before the giant and human war, Tiamat and her cult was the problem.
He turns to his party. Oh and when I said human, I meant any medium or small sized civilized creature walking on two legs, not the race human.
Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5
"By Volkur's Beard, there is no honor rukking killing women and children." Urth confirms.
In his booming Minor Illusion enhanced voice, Urth tells the cave, "We will not make war on women and children. Stay out of our way, and do not test our patience."
Illuvin, you pass through the gaping mouth of the great cavern and step off the crunchy frozen snow onto a sheen of solid ice. Acrobatics DC 10 to stay standing
The tribe doesn't respond, but nor does it shout battlecries. It seems to wait, following you from afar as you probe deeper into the place towards the sacred altar, with their creepy blue eyes.
This next part, I think is the first time alignment has actually mattered the entire game, give me a sec to double check everyones...edit: Illuvin and Elain are the only ones I can't find
Also I am modifying marching order with Illuvin at the front for the time being.
You make your way up a gentle slope towards the gong at the back of the cave, and a voice enters your mind! It is a voice both impossibly distant and simultaneously right on top of you, so beautiful even the hardest among you can not stop a tear of joy ::I sense the taint of a revenant's curse upon you, Slayers. You have murdered, and are targeted from beyond the grave...you have taken the life of the evil chieftan holding sway over the tribe of the Great Worm, Wormblod, but not destroyed him...he will not rest until he extracts his vengeance.::
From Molok and Mel's perspective (the only non-good characters) everyone halts in their tracks and starts crying out of joy.
Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover
"Well there's rough luck. Kill an evil prick and get cursed for it. Oh well that's the dice."
The overwhelmingly beautiful voice filled with positive energy and peace returns ::Finish it, Slayers. When he comes for you, send Wormblod into the Fugue where he belongs. Give my people a chance to choose a new leader free from a heart of rage...do this, and I offer you a divine boon.::
HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)
"Re-kill Wormblud? I don't think we'll have any problems doing that. Though I think we're here for something else at the moment... He wouldn't happen to be around here is he?"
A dirty little boy with a super runny nose is staring at the group standing around. The voice returns ::My people call me Elren, the Great Worm. Wormblod traveled west, rising up the chute by my graces in search of his beloved concubine...but now he hides within the dead beyond my sight.::
::Your boon would be a crystalized form of my essence, a gift of the divine...capable of renewing the body and soul. Noori was the concubine's name, tired of Wormblod's anger she fled in the night...:: Perhaps his story of looking for a missing tribe member was true, after all.
HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)
A maiden runs from her former love gone mad for power? These are the things ballads are made of...
Illuvin replies to the voice "Thank you for the information honorable Elren. We will keep a lookout for the revived Wormblud and put it back in the ground. Unfortunately we are here on another errand. We need the holy relic of your clan to enable us to quell the madness that has afflicted the giants. If we find Noori in our travels we would gladly return her to your clan."
::I share no connection with Noori as I did with Wormblod, it was he who received the ritualistic sacrament during his ascension. The relic is nothing to me, but to my people it is their connection to Uthgar...they will die, even foolishly, to prevent it from leaving this cavern.::
As you move beyond the altar the voice fades until it is nothing but a sweet memory, finding a place right next to that one of you relaxing on a summer day amidst green leaves.
At the back of the cave hangs a relic obviously of giantkind: a crescent-shaped gong in a crude stone frame. The gong, a circular disk 13 feet in diameter, seems to actually be the shield of some giant champion, but perhaps broken in combat and is now missing a large piece. What remains of it might weigh 250+ pounds. The shield/gong is made of red dragon scales bolted to a beaten copper frame. Its leather arm straps are long since rotted and gone. The ropes holding up the gong can probably be cut with a few swings of a sword.
The 4 teenage warriors and their moms and little sisters continue to gaze upon you in disapproval.
Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5
Urth is moved by the divine presence. He was surprised to be lumped in with the group as a slayer, since he entered the oracle when the chief was alive.
Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5
"Right. So, we'll have to rukking lash that giant relic to the ship. I rukking wonder if the ship can float the relic and all the women and children to the oracle. Anyone got a better idea?" Urth asks the group.
Hi, we are looking for 2 new players for 5e Storm King's Thunder. We just completed chapter 2 of 12 and it's a great time to get some new people in with the group.
Maybe it goes without saying, but its a giant themed adventure that rolls all over the Sword Coast and beyond. Current group is 6th level and consists of:
Half-elf Druid (of the Moon)
Wood Elf Ranger ("giant" hatred, literally and figuratively)
Halfling Rogue (arcane trickster)
Here are the rules for creation, if interested:
Level: 6
Stats: 4d6 drop lowest, arrange to taste
Setting/Pantheon: Faerun (Sword Coast)
Wealth: 500 gp plus 1d10 x 25 gp, one uncommon magic item, +normal starting equipment/background
HP: Max first level, then roll. If roll is higher than average take roll. If less, take average.
No Unearthed Arcana, all other official sources ok.
Few sentences character idea.
Most of the optional rules are ok, but check.
1 post per day at least
We are currently located in Triboar, but they are about to strike out around the Sword Coast, so you could possibly drop in elsewhere if desired.
It's a big adventure, but even if you only commit to one chapter that's okay.
Definitely. I meant to post the uncommon items list as well:
Uncommons from DMG:
Adamantine Armor
Alchemy Jug (creates liquids of various amounts like mayonnaise, beer, poison, etc)
Ammo +1
Amulet of Proof against Detection and Location
Bag of Holding
Bag of Tricks (summon monster 3/day)
Boots of Elvenkind
Boots of Striding and Springing
Boots of the Winterlands
Bracers of Archery
Brooch of Shielding
Broom of Flying
Cap of Water Breathing
Circlet of Blasting (+5 scorching ray 1/day)
Cloak of Elvenkind
Cloak of Protection
Cloak of the Manta Ray
Decanter of Endless Water
Deck of Illusions
Driftglobe
Dust of Disappearance
Dust of Dryness
Dust of Sneezing and Choking
Elemental Gem
Eversmoking Bottle
Eyes of Charming
Eyes of Minute Seeing
Eyes of the Eagle
Gauntlets of Ogre Power
Gem of Brightness
Gloves of Missile Snaring
Gloves of Swimming and Climbing
Gloves of Thievery
Goggles of Night
Hat of Disguise
Headband of Intellect
Helm of Comprehending Languages
Helm of Telepathy
Immovable Rod
Javelin of Lightning
Keoghtom's Ointment (1d4+1 uses of a heal, poison and disease cure)
Lantern of Revealing
Mariner's Armor
Medallion of Thoughts
Mithral Armor
Necklace of Adaptation
Oil of Slipperiness
Pearl of Power
Periapt of Health (disease)
Periapt of Wound Closure (auto-stabilize)
Philter of Love
Pipes of Haunting
Pipes of the Sewers
Potion of Animal Friendship
Potion of Fire Breath
Potion of Growth (enlarge for 1d4 hours)
Potion of Poison
Potion of Resistance
Potion of Water Breathing
Quiver of Ehlonna (2lb 60 ammo slot or 6 long objects)
Ring of Jumping (at will jump as bonus action)
Ring of Mind Shielding
Ring of Swimming
Ring of Warmth
Ring of Water Walking
Robe of Useful Items (the tear away patch kind)
+1 Rod of the Pact Keeper (+1 attack rolls and save DCs on warlock spells always, regain 1 warlock spell slot 1/long rest)
Rope of Climbing
Saddle of the Cavalier
Sending Stones
Sentinal Shield
Shield +1
Slippers of Spider Climbing
Scroll (up to and including 3rd spell level)
Staff of the Adder (becomes a poison weapon)
Staff of the Python (becomes a constrictor snake)
Luckstone
Sword of Vengeance (cursed berserking +1 sword...)
Trident of Fish Command (dominate beast on anything with swim speed)
Wand of Magic Detection
Wand of Magic Missiles
Wand of Secrets
Wand of the War Mage +1 (+1 atk and ignore half cover)
Wand of Web
Weapon +1
Weapon of Warning (advantage init)
Wind Fan
oh, right gold added gold:1d10 ⇒ 6 so 500+150=650. Plus whatever background gives. Awesome. And 5e, you really don't need a whole lot of gold, I feel rich.
question for the dm:
Technically speaking, you only have to do one of the fights, Hill giants, fire giants, stone giants, frost giants, etc. To gain a counch. However, it does say that killing the other bosses are optional. I enjoy a long ongoing game so I was wondering if we were doing them all and exploring the the entire continent, or just do one of the bosses. Also, I won't spoil the story for others, not to mention I can't go ahead of the party, aka, wizard
Character idea: Stand back, let the fighters do the work, act as support buff/debuff and some fire power. Easy to get along with, enjoys parties and festivals. Loves to study things and look for clues.
Right, didn't mean to be misleading, just that there will be a variety of terrains/environs.
Coin ideas, you'll need it for travel, bribes, lodging, and food. There may also be times when you need new armor/weapons. Don't let it burn a hole in your pocket.
I posted the list of uncommons above, and my suggestions will likely lean towards the "cool craziness" instead of the "practical passives"...so: alchemy jug, hat of disguise, philter of love, trident of fish command.
Awesome, if you want to jump right in go for it, we can retcon a bit. Maybe you heard about the other PCs after the battle and sought them out. You could join Sohar and Jysson (and perhaps Pindleton?) in the Oni cave, or join Pindleton (and perhaps Sohar/Jysson?) in the illusion cave. We are sort of doing sidequests with an unclear timeline at the moment.
Sure, in truth there are 3 slots open, but I was holding out hope for one MIA player so I posted 2 slots open. It's looking less and less likely though, and its no big deal if he returns and we have 7 PCs. Join us.
As for the rolls, its such a slight difference that I do not care at all. Still, my original players did not get a full reroll opportunity, however I did offer to use the standard array or 27 pt buy instead.
Also, nice backstory. Red Larch is just south of where the party is currently located (Triboar), so you could pop in if you want or just alter backstory to be Triboar. Not sure if that faction info was for a different game, but the PCs have actually encountered the Lords' Alliance already, as they were instrumental in getting a cloud giant to rebuild a certain town. You could perhaps be an agent checking in on them.
It was for another game...sorry forgot it was there...but he can still be an agent of the Alliance and sent to assist the players...that is as good a reason as any...lol
I see they are fighting an Oni at the moment....just tell me when you want me to join and I will interject myself into the action!
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Is there still an open slot for this? Seems like you might have found your people, but I would love to create a character. I would make a Bard (always wanted to play one in 5E). If there is a slot open I will write one up really fast.
This is NeoEvaX. Here is my Bard. I have not fully fleshed out his profile. I need to add some more text and get it more detailed, but all the important stuff is there.