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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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)

It will be tm afternoon before I can get all leveled up, but if noone minds Kraz will use the magic greatsword. I don't think anyone else uses a two hand weapon right?

I will again just take my 7 hps..


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

I am tempted to roll, but too chicken...

HP = 5+3 (8)

And, for curiosity's sake 1d8 ⇒ 2 HP

Whew!


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

Seems like everyone is taking the non-roll but me, so I will happily conform. :)

hp +5 (+4 from Con)
Expertise: Perception, Persuasion
Bard College: College of Lore
Bonus Proficiencies: Investigation, Insight, Religion
Cutting Words
Added Spells Known: Heat Metal
Spell Slots: +1 1st-level, +2 2nd-level

And a roll just for fun!
1d8 ⇒ 7
Hah! Oh well, it's worth staying with the standard. :)


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

So...
+8 HP
{2} Level 1 spells: Cure Wounds, Thunderwave
{2} Level 1 slots (Regain on short or long rest)
Path of the Elements:
SCORCHING BREATH: (3RD LEVEL)
At the start of this path, you gain resistance to fire damage. You are also able to attack a creature that you can see with an elemental blast of flame as a bonus action. The target must make a Constitution saving
throw or suffer 1d8 plus your Wisdom ability score modifier of fire damage.

[bigger]DONE DEAL

NOTE: Kept the crossbow he found and gathered 10 or so bolts.


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

I will take my standard 9 HP
Added Primevil Awareness
Added Ranger Conclave, Hunter Conclave, which provides the Colossus Slayer feature
Added one first level spell slot - Longstrider


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)

Ok leveled up..

Hps 7+3con
Path of the Beserker - Frenzy

Kept the +1 Greatsword.


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 rolls.

1d6 ⇒ 4

The Exchange

Not seeing that a wizard gets any new spells for free. Very old school. Coronei is now on the lookout for any scrolls spellbooks or sorcerer's brains he can dig into.

Cheers


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
French Wolf wrote:

Not seeing that a wizard gets any new spells for free. Very old school. Coronei is now on the lookout for any scrolls spellbooks or sorcerer's brains he can dig into.

Cheers

Bottom Right of page 114 under "Learning Spells of 1st Level and Higher". [i]"Every time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free".


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

Oh, that reminds me: I'm thinking of switching out thunderwave for either disguise self or healing word. I feel like Pik could use a few more utility spells.

The group is a little low on AoE stuff, but I have a feeling that Rath and Coronei will have that covered in the long run. Pik already has a good selection of single/multi target combat debuffs so its probable worth branching out early.


As well as Kraz's new greatsword, please make a note of who is taking which potions (they're all on the party treasure list at the moment, so once you add it to your sheet, please scrub it off the loot list).
Cheers.


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 won't be taking any of the potions at the moment and I think I will switch out thunderwave for disguise self.

The Exchange

Rath Irreson wrote:
French Wolf wrote:

Not seeing that a wizard gets any new spells for free. Very old school. Coronei is now on the lookout for any scrolls spellbooks or sorcerer's brains he can dig into.

Cheers

Bottom Right of page 114 under "Learning Spells of 1st Level and Higher". [i]"Every time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free".

You Rath are a star! totally missed that paragraph last night. I'm glad my life is easier but on some level the grognard in me feels sad that Coronei doesn't have to hunt so much.


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

Silvio will take another level of Rogue, with the Swashbuckler archtype. How ever, my "Swordcoast Adventure's Guide" is at home, so I can't recall the exact features.

+6 hit points (5 from rogue, 1 from constitution).


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)

As far as the potions go imo Coroneinshould get the fly pot.. Death from above is a real thing. The healing pots should prob go to someone who cant heal, i think Pik and Rath can heal now so the other 3 beaides me can take those.. Anyone can benifit from the heroism pot so im fine with rolling for it or w/e.. Best d20?

1d20 ⇒ 6

I also vote that everyone gets an inspiration point for holding off the eneny so well and good planning..


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

Potion Roll: 1d20 ⇒ 2

I can heal too.


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

While Coronei will taken the potion, his AC and defensive abilities (AC20/25 plus mirror image) probably mean someone else might make better use of it. But he can carry it in case for now.


As you take potions, please cross them off the loot list as well.
You each have inspiration - thanks, Kraz.

I'm heading into the vacation part of our trip (just today and travelling home tomorrow). I'm not sure how much posting I'll be able to do. It will depend on whether my wife wants to laze around or head out and see stuff. :)

Apologies for that, but it shouldn't be long. If I go quiet for a day or so, I'll be back to usual on Tuesday evening, Seattle time.


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)

Since everyone seems to hesitant on claiming loot I'll just do it lol..

Healing Potions to myself, Coronei, Silvio, and Rath. Flying potion to Coronei. Herosim Potion to Dorin.

Write these down on your sheets as I am removing them from the loot list. I'll wait till everyone has a chance to see what they do before erasing them..

Monty just gonna stick with no armor for now. Both of those heavy armors don't really give me anymore AC and hit my stealth with disadvantage so..


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

I am good with that - duly noted on sheet.


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

My posting has taken a bigger downturn than I expected. It will probably continue through out the week. Everything should be back to normal (adjusted for jetlag) on the 29th and forwards.


Apologies for the delay - I came back to some work drama and couldn't make any time on the forums beyond occasional snippets today. I will get things moving again in around twelve hours from now.


Kraz is leading the way - I'll need a marching order for the passages inside the caves (they're all going to be five feet, so you'll need to be travelling single file when moving from chamber to chamber).

Also Coronei, you mentioned you might send your dancing lights ahead of the party. How far in front of Kraz would you have them?


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

Dorin will be behind Kraz.


The marching order I'm going with (per Pik) is: Kraz, Dorin, Coronei, Pik, Silvio, Rath.
Let me know if I've got that wrong.

Also a note on stealth - now you're down in the caves it's pitch black. Given your light, it's unlikely you'll approach anyone unnoticed, unless there's doors or something. If you want to sneak around, Coronei will need to cancel his spell and you'll have to lead those without dark vision.

The Exchange

Its a pickle! Pik isnt it?


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

Well, both Kraz and I have it. So, we can lead and the others follow single file. Are we doing a group stealth of some sort, or are you requiring individual rolls?


I'll go with a group check - 6 individual rolls will give you no chance.


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'll backlight the front two by about 15 ft and we all follow in single file is fine by me.


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

Back! Only the jetlag to fight now, although that shouldn't be a problem.


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

Silvio will take another level of Rogue, with the Swashbuckler archtype. How ever, my "Swordcoast Adventure's Guide" is at home, so I can't recall the exact features.

+6 hit points (5 from rogue, 1 from constitution).

Just remembered this. The two level three features for the Swashbuckling Rogue is:

Fancy footwork. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity. Starting at 3rd level, your unmistakable confidence propelsyou into battle. You can add your Charisma modifier to your initative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak attack class feature still apply to you.


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)

Remember was all have an inspriation point! That 1d8 might get you onto the ledge..


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

Inspiration only gives advantage on the roll, that's all.

Silvio: Now you can skirmish with the best, and you always get sneak attack, unless, of course two enemies are next to one another and you have no ally adjacent, but that situation can be pretty easily avoided. You can move in, attack, and use the rest of your movement to leave w/o an AoO.


Silvio Callgari Pazzi wrote:
Rakish Audacity. Starting at 3rd level, your unmistakable confidence propelsyou into battle. You can add your Charisma modifier to your initative rolls.

I've adjusted my initiative sheet appropriately. Sorry about that.


Dorin Stonehammer wrote:
Silvio: Now you can skirmish with the best, and you always get sneak attack, unless, of course two enemies are next to one another and you have no ally adjacent, but that situation can be pretty easily avoided. You can move in, attack, and use the rest of your movement to leave w/o an AoO.

He's certainly a dashing chap.

The Exchange

1 person marked this as a favorite.

"Silvio agrees with the DM"


Pik in the gameplay thread wrote:
Remember that the Ogre has Disadvantage for that attack! :)

Kraz was also attacking recklessly, granting opponents advantage so it netted out.

FWIW, I'm really, really keen to hear when I screw up mechanical stuff or even if you just have opinions as to how I could have done it better so please keep making comments like this, since my group plays fast-and-loose with the rules and that bad habit may spill over to PBP (though it really shouldn't).

However, perhaps we can try to keep such chatter here in discussion - otherwise if I have a bad day the gameplay thread could end up more blue font than black. :o


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

Inspiration only gives advantage on the roll, that's all.

Silvio: Now you can skirmish with the best, and you always get sneak attack, unless, of course two enemies are next to one another and you have no ally adjacent, but that situation can be pretty easily avoided. You can move in, attack, and use the rest of your movement to leave w/o an AoO.

Yes, although I'm a worthless tactician. After I finish a character I always wonder if I should just have made a "put on a helmet and charge in head first" kind of fighter. We'll see how it goes (I am considering options of having Silvio multiclass into fighter....)

Monty Haul wrote:
Silvio Callgari Pazzi wrote:
Rakish Audacity. Starting at 3rd level, your unmistakable confidence propelsyou into battle. You can add your Charisma modifier to your initative rolls.
I've adjusted my initiative sheet appropriately. Sorry about that.

No worries. I didn't know about the feature either until I checked the book :)

French Wolf wrote:
"Silvio agrees with the DM"

"Of course Silvio agrees. The DM made a correct and astute observation."

Regarding the past round
Did Silvio have to use his bonus action to take care of the goblin, or did the first attack down it? If I have a bonus action left, would it be possible to get all the way up on the other (the southernmost one) platform with a move of 30ft and a dash action for another 30ft as a bonus action?


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 also considered going 2 or 3 levels of fighter at some point. Depends on what level we make it to I suppose. Action surge is really good and with the amount of 19's I roll improved critical sounds good too lol..

DM what level do you think we will make it to with these characters? Also have you thought about running us into something higher level if we manage to beat this?


Silvio Callgari Pazzi wrote:

Regarding the past round

Did Silvio have to use his bonus action to take care of the goblin, or did the first attack down it? If I have a bonus action left, would it be possible to get all the way up on the other (the southernmost one) platform with a move of 30ft and a dash action for another 30ft as a bonus action?

Curses. I thought you'd needed both, but I neglected to add the sneak attack damage (which combined with the first attack is sufficient).

Long story short....yes. Though you'll need another Strength (Athletics) check to climb up the southern ledge.


Kraz Thadoom wrote:

I also considered going 2 or 3 levels of fighter at some point. Depends on what level we make it to I suppose. Action surge is really good and with the amount of 19's I roll improved critical sounds good too lol..

DM what level do you think we will make it to with these characters? Also have you thought about running us into something higher level if we manage to beat this?

The campaign is loosely broken into three sections. The introductory bit should take you through to fifth (at a pretty breakneck pace of advancement, to be honest). The 'middle bit' is kind of 6th-8th and the finale is 8th to 10th. I'd expect you to be tenth level for the last four or so encounters.

I hadn't thought beyond that, but it's a fair way off, so we'll have a better idea then. :)

I think I mentioned in the recruitment thread that I'll certainly pause at the 5th/8th level "breaks" to check everyone is happy to continue and give an easy way out if my style of DMing doesn't suit or if obligations have changed.


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:
Silvio Callgari Pazzi wrote:

Regarding the past round

Did Silvio have to use his bonus action to take care of the goblin, or did the first attack down it? If I have a bonus action left, would it be possible to get all the way up on the other (the southernmost one) platform with a move of 30ft and a dash action for another 30ft as a bonus action?

Curses. I thought you'd needed both, but I neglected to add the sneak attack damage (which combined with the first attack is sufficient).

Long story short....yes. Though you'll need another Strength (Athletics) check to climb up the southern ledge.

I'll take it!


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
Monty Haul wrote:


Kraz was also attacking recklessly, granting opponents advantage so it netted out.

FWIW, I'm really, really keen to hear when I screw up mechanical stuff or even if you just have opinions as to how I could have done it better so please keep making comments like this, since my group plays fast-and-loose with the rules and that bad habit may spill over to PBP (though it really shouldn't).

However, perhaps we can try to keep such chatter here in discussion - otherwise if I have a bad day the gameplay thread could end up more blue font than black. :o

Whoops, sorry about that! I was at work and in a rush. :( And I totally thought I was posting in the discussion thread!!


The diceroller appears to have allocated one of those old fashioned d20s to Dorin - just the numbers 0-9, twice. :o


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

Wow...I hear ya!


That was an impressive round from you lot. If Kraz begins critting on a 19-20 he'll be putting out some serious damage (especially if he attacks recklessly :o).

Silvio wrote:
Damage: 1d4 ⇒ 1 (I'm not sure if I should add the attribute modifier to the damage or not. I'm leaning towards not.)

I'm pretty sure you do add it. You used your action to make the attack action - I think the only time you don't add your stat to damage on an attack (as far as I'm aware) is if you're making a second attack with a bonus action using 2WF.


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

Correct, you always add the attribute modifier to the damage roll, unless it is a bonus attack or crit damage. However, a Fighter's Two Weapon Fighting Style allows the modifier bonus to both damage attack rolls.


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 made a mistake on that crit looking back.. I added double my damage mods, so it would be -7 damage.. Don't know if that matters. Occasioanlly I still get stuck in pathfinder rules sorry.


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:

That was an impressive round from you lot. If Kraz begins critting on a 19-20 he'll be putting out some serious damage (especially if he attacks recklessly :o).

Silvio wrote:
Damage: 1d4 ⇒ 1 (I'm not sure if I should add the attribute modifier to the damage or not. I'm leaning towards not.)
I'm pretty sure you do add it. You used your action to make the attack action - I think the only time you don't add your stat to damage on an attack (as far as I'm aware) is if you're making a second attack with a bonus action using 2WF.
Dorin Stonehammer wrote:
Correct, you always add the attribute modifier to the damage roll, unless it is a bonus attack or crit damage. However, a Fighter's Two Weapon Fighting Style allows the modifier bonus to both damage attack rolls.

I wasn't sure. My pure RAW feelings would be that if you make a normal action then you add your attribute modifier. And if you attack with your off hand as a bonus then you forgo the bonus damage on the second attack. The reason here being game balance.

On the other hand my non RAW feeling would say that the reason for not including the attribute damage is because I'm not trained/used with the off hand, hence the drop in damage.


Kraz Thadoom wrote:
I made a mistake on that crit looking back.. I added double my damage mods, so it would be -7 damage.. Don't know if that matters. Occasioanlly I still get stuck in pathfinder rules sorry.

Makes me feel better, but the combined damage from you, Dorin and Coronei was enough anyway, so it made no difference to the outcome. :)

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