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:
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 and looks around at the others. [b]Whatever it is, they aren't happy.[/ooc]


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

The be arguin''bout movin' on t'another farm the were given by their boss. We should be stoppin' them, no?


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

3 giants! gulp


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

"Yes! They seem to be arguing about who is carrying more, and mention some Okssort, as though he's their leader or something... and they're definitely headed to raid another farm. The question is do we surprise them and try and discourage this raid now, or follow them closer to their next target and take them out there? Innocents might be caught up if we take them out closer to their target... but we don't know where that farm is to warn them if needed".

As Rath speaks he blows on his hands for warmth, occasionally glancing to the sky for support from his spirit guides.


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

Best to attack now while they're distracted then, Pik says with a frown as he considers their options. If we wait, you're right, more people will be in danger.

Let's move a bit closer.

Stealth: 1d20 + 6 ⇒ (11) + 6 = 17


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

"Veritas. I agree. Maybe concentrate our fire on one while I try to ensorcel another. Drive one mad."

The elf casts a spell over himself and slowly mage armor forms over his body. Then fades into his skin and clothes. Afterwards Coronei follows Pik forwards carefully and quietly.

Stealth: 1d20 + 4 ⇒ (11) + 4 = 15


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

Dorin draws his hammer.

Let's be 'bout it then. Im gonna try sneakin' in.

Stealth: 1d20 + 2 ⇒ (6) + 2 = 8


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)

"Now's definitely the time.. Two of them don't have weapons at the moments. Let's go."

Stealth: 1d20 + 2 ⇒ (3) + 2 = 5

He tries to be sneaky but apparently trips on a root and goes crashing through the underbrush..

That fly potion might come in handy here Coronei.. Death from above is a real thing lol..


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 is better in hand to hand combat as a bladesinger with a shield spell. Someone else can have it, any takers?


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

"Yes, this simply will not do", Silvio says and follows the group over the edge to try and sneak closer to the giants.

Stealth roll: 1d20 + 6 ⇒ (12) + 6 = 18


Rath seeks guidance from his spirit guide but sees no signs, as the sky is clear. Having made your preparations, you move towards the enemy as a group. Picking your way through the rough landscape, you stick to gullies when you can and trying to keep trees and rocks between you and the squabbling giants as you carefully move forward.

Rath’s Stealth: 1d20 + 1 ⇒ (5) + 1 = 6 Resolved as a group check.

Giant Perception: 1d20 + 2 ⇒ (14) + 2 = 16;Disadvantage: 1d20 + 2 ⇒ (4) + 2 = 6
Giant Perception: 1d20 + 2 ⇒ (2) + 2 = 4;Disadvantage: 1d20 + 2 ⇒ (3) + 2 = 5
Giant Perception: 1d20 + 2 ⇒ (13) + 2 = 15;Disadvantage: 1d20 + 2 ⇒ (5) + 2 = 7

Despite a few stumbles, your party manages to close the gap significantly before the one with his back to you hears Kraz’s approach, spinning towards you as he shouts a command to the other two, still brawling giants.

Giantish:
Oi! Knock it off I said! There’s more little folk around!

Initiative:
Party:
  • Dorin: 1d20 + 2 ⇒ (3) + 2 = 5
  • Advantage: 1d20 + 2 ⇒ (19) + 2 = 21
  • Silvio: 1d20 + 7 ⇒ (7) + 7 = 14
  • Pik: 1d20 + 5 ⇒ (16) + 5 = 21
  • Coronei: 1d20 + 4 ⇒ (8) + 4 = 12
  • Kraz: 1d20 + 2 ⇒ (15) + 2 = 17
  • Rath: 1d20 + 1 ⇒ (5) + 1 = 6

Monsters:
  • Giants: 1d20 - 1 ⇒ (10) - 1 = 9

Turn Order:
Dorin, Pik, Kraz, Silvio, Coronei
Giants
Rath

Round One:
You are one hundred feet from the giants. The leader who had his back to you has spun around and will act this round, the other two are still locked together in a grapple and are surprised. You can see that of the two who are fighting one is slightly bruised but the other is significantly injured, it looks like he's been skewered a few times in a recent battle, the wounds fresh. They are armed with clubs. There are also enough boulders scattered around for them to use as missiles, if they needed to.

Dorin, Pik, Kraz, Silvio and Coronei can act before the leader.


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

Round 1

Dorin dashes 50' to close on the nearest giant.


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 follows suit and is 10' ahead of Dorin when he stops..


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

Round 1

Coronei waves one hand towards the unhurt giant and calls on a crown of madness to take over the giant's mind.

I hope this works. It is meant to work on orcs?

I personally don't think it will work on a giant. But this is Coronei's first time.


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

ac 15, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 30/30
effects: evade

Silvio follows his stalwart companions as they run to engage the enemy. ”So, you think you have the mettle to cross blades, so to speak (looking at the giant’s clubs)[/b], with Silvio and his brave friends?”[/b], he shouts at the giants as he runs with eyes focused on the leader giant, ready to try and evade any incoming attacks.

Move action + bonus action to dash forward
Standard action to evade


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 makes his way through the boulders staying well behind his allies. Ducking behind a rock, he prepares to cast a spell at the oncoming behemoths.

Pik is moving forward 30-feet and delaying to cast faerie fire if the Giants approach withing 60-feet of him. Ir'll be nearly impossible to catch all three so he'll try to catch the leader and the lesser injured one.

Cutting Words: Pik will use Cutting Words on the first Giant to roll an attack within 3 of Dorin or Kraz's AC.


Dorin, Kraz and Silvio take their customary positions in the party’s vanguard. Dorin falls slightly behind the other two as Silvio prepares himself for the giants’ assault. Meanwhile Pik and Coronei hang back slightly and assault the giant leader with spells.

Coronei releases his magic and a shimmering crown appears above the giant leader’s head briefly. However, the elf immediately senses that the magic is unable to take hold and the giant barely even notices, dropping his sack and running at Silvio and Kraz with a wide grin.

Leader Dex Save: 1d20 - 1 ⇒ (19) - 1 = 18
Brawler Dex Save: 1d20 - 1 ⇒ (18) - 1 = 17

As he begins his charge, Pik’s magic comes off and a twenty foot square area shimmers briefly, leaving the rocks and boulders within the area glowing brightly. Unfortunately, neither of the giants are affected and the terrifying brute continues on towards Silvio.

Club vs Silvio: 1d20 + 8 ⇒ (15) + 8 = 23;Damage: 3d8 + 5 ⇒ (3, 7, 8) + 5 = 23
Disadvantage (Dodge): 1d20 + 8 ⇒ (3) + 8 = 11

His massive club swings down towards the nimble swordsman just as Silvio leaps to the side, the giant's weapon slamming into the ground with a sickening thud.

Damage Tally:
Leader is uninjured, Giants 56, 10

The brawling giants are surprised and don't act this round. Rath can post actions for round one. Dorin, Pik, Kraz, Silvio and Coronei can now post actions for round two.

Silvio and Kraz are fighting the leader. Dorin is ten feet behind and Pik thirty feet behind that. The other two giants are about fifty feet further on from the melee.


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

Round 2, Hunters Mark, Collosus Slayer

Dorin marks the leader as his prey and moves in for an attack.

WH Att: 1d20 + 7 ⇒ (1) + 7 = 8
WH Dam: 1d8 + 4 + 2 + 1d6 ⇒ (5) + 4 + 2 + (6) = 17


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

Round Two

Shrugging at the poor magic mentally, Coronei lifts his bow and aims at the furthest and most wounded giant standing agog.

Bow shot: 1d20 + 6 ⇒ (16) + 6 = 22, bowshot: 1d20 + 6 ⇒ (12) + 6 = 18 damage: 1d8 + 4 ⇒ (6) + 4 = 10

If he can, Coronei will wait until the heavily wounded giant is within 60 feet before shooting? Otherwise Coronei is at disadvantage.


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

ac 15, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 29/29
effects:

Silvio get’s some food for thought as he watches the giant club smash into the ground he once occupied. That could have been Silvio were it not for his over all greatness. Which on the other hand has always given the handsome rake comfort. So any caution or after thought his near encounter with the club might have generated it is quickly dismissed and forgotten. Instead he grips his weapons with new found confidence and engages the hill giant safe in the notion of his own superiority. After a few slashes the stunning striker dances back out of the reach of his foe.

Attack the hill giant leader engaged with Silvio: 1d20 + 6 ⇒ (14) + 6 = 20
Damage roll: 1d8 + 4 ⇒ (6) + 4 = 10
Follow up with a off hand shot: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 ⇒ 6
Sneak attack damage if any of the attacks hits: 2d6 ⇒ (3, 4) = 7
Move 20’ back (no AoO because of the Fancy footwork feature)


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 aims his sword at the leader.. His muscles grow tight and he begins to froth at the mouth..

"TO THE DEATH!! RRAAAAAGGGGEE!!!!"

Attack 1: 1d20 + 8 ⇒ (20) + 8 = 28
Dam: 2d6 + 8 ⇒ (4, 4) + 8 = 16
Crit Dam: 3d6 ⇒ (1, 3, 5) = 9

Frenzy: 1d20 + 8 ⇒ (6) + 8 = 14
Dam: 2d6 + 8 ⇒ (4, 1) + 8 = 13


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)

Nice Silvio! Hopefully a quick 61 to the leader!


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

Seeing his companions mob the healthy chieftain, Rath decides to send a flaming surprise the way of the other one. (The really injured one), to try and remove him from the scrum.

Move up to 30' distance, take cover and cast Produce Flame

1d20 + 6 ⇒ (15) + 6 = 21 Produce Flame
1d8 ⇒ 1 Fire Damage


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 sighs as his spell fails but shouts out to the large creatures, Pretty nimble for such bottom heavy people. Must be the low center of gravity. Big feet and a tiny brain make for a very stable base!

Casting vicious mockery on the leader (who has to be able to hear, but not understand.) Wisdom saving throw DC 15 or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
1d4 ⇒ 2


Dorin steps up to join Kraz and Silvio in battle against the giant. The brute parries the dwarf’s attack but doing so provides Silvio an opening and the dashing rogue skewers him twice before darting out of reach, back towards the rest of the party. Bellowing with rage, the giant then staggers as Kraz’s sword sinks deep into his distended belly, the frenzied barbarian then following up with another blow.

Coronei takes aim, calmly biding his time as he waits for his target to come into range. I’ll take that as readying an action for when the wounded giant moves closer than 60 feet.

Wis Save: 1d20 - 1 ⇒ (14) - 1 = 13;Psychic Damage: 1d4 ⇒ 3

Rath joins Pik and the two begin a magical assault, Rath’s bolt of fire strikes the heavily wounded giant. Pik's magic also takes hold and the leader seems to step back slightly, its mind filled with doubt.

His eyes narrowing as he recognises the prowess of your warriors, the leader turns his attention to Kraz, although Pik’s magic is still playing on his mind and the attack is uncertain.

Club vs Kraz: 1d20 + 8 ⇒ (12) + 8 = 20;Damage: 3d8 + 5 ⇒ (6, 7, 8) + 5 = 26
Disadvantage: 1d20 + 8 ⇒ (8) + 8 = 16

Despite Pik's efforts, the leader manages to land a crushing blow. Kraz takes 13 damage.

The wounded giant grabs its club and charges forward to join its leader fighting Dorin and Kraz. As it moves into range, Coronei calmly releases his arrow, striking it in the chest.

Finally, the third giant moves up behind the other too, grabbing a nearby boulder and hefting it above its head before hurling it towards Pik.

Boulder vs Pik: 1d20 + 8 ⇒ (12) + 8 = 20;Damage: 3d10 + 5 ⇒ (8, 3, 10) + 5 = 26

The half-elf tries to dodge but staggers as the large rock strikes him solidly. Pik suffers 26 damage

Damage Tally:
Leader: 64
Club Wielder: 67
Rock-thrower:10

The leader and most wounded giant are locked in melee with Dorin and Kraz. The rock thrower is ten feet behind them. Silvio is twenty feet from the melee and Coronei, Pik and Rath are thirty feet away.
Rath can post round two actions, Dorin, Pik, Kraz, Silvio and Coronei can now post actions for round three.


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

Round 3, Hunters Mark, Collosus Slayer

Dorin again attacks the leader.

WH Att: 1d20 + 7 ⇒ (3) + 7 = 10
WH Dam: 1d8 + 5 + 2 + 1d6 + 1d8 ⇒ (7) + 5 + 2 + (3) + (3) = 20


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)

Your d20 hates you.. Thats at least 10 straight rolls in the single digits.

Kraz takes the blow and swings at the leader again..

Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Dam: 2d6 + 8 ⇒ (2, 2) + 8 = 12

Frenzy: 1d20 + 8 ⇒ (8) + 8 = 16
Dam: 2d6 + 8 ⇒ (5, 1) + 8 = 14


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

I know...it sucks!


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 send crow shaped flame balls at the rock thrower, since he's the one who can reach him with his rocks at the moment. Jumping out from behind cover, tossing flame, then ducking back.

1d20 + 6 ⇒ (3) + 6 = 9 Produce Flame
1d8 ⇒ 2 Fire! Fire! Fire!

He'll also use his "scorching breath" to call forth some elemental flame on the same target.

1d8 + 4 ⇒ (4) + 4 = 8 Scorching Breath (Fire Damage) CON save


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 points at the most wounded giant and his opaline eyes narrow until he releases the magic gathered in a single word. Fingers spread at the last second and four bolts of silver energy curve in various arcs before impacting on the most wounded and leader.

Cast magic missiles at level two.

3 missiles on heavily wounded giant: 3d4 + 3 ⇒ (2, 4, 2) + 3 = 11

one missile on the leader: 1d4 + 1 ⇒ (3) + 1 = 4


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

Ouch, those giant mean business!

ac 16, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 29/29
effects:

Spurred on by his previous success Silvio dashes in for another bout with the giant, delivering a well timed thrust before retreating once again out of the giant's reach.

Move up to engage the giant leader once more
Attack, main hand: 1d20 + 6 ⇒ (20) + 6 = 26 => Crit \o/
Damage roll: 1d8 + 4 + 1d8 ⇒ (3) + 4 + (5) = 12 (+1d8 for the crit)
Follow up with a off hand shot: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 ⇒ 3
Sneak attack damage if any of the attacks hits: 2d6 ⇒ (5, 4) = 9
Move 10’ back (no AoO because of the Fancy footwork feature)


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

Cutting Words: 1d6 ⇒ 3

Pik sprawls as the boulder goes flying through where he's ducked behind a rock. Standing up a little shaky, he wipes the blood out of his eyes. Well, that wasn't very nice! The half-elf backs up a bit to find some better cover, leaving a trail of bloody hand prints on the rocks and boulders that he passes. Turning when he finds a suitable spot, he attempts to cast another spell.

Casting faerie fire again on the leader. If it's possible to catch all three by hitting some corners, then go for that, but if not, the leader and club wielder are fine. Reflex Save DC 15.

Cutting Words: If Pik is being attacked, will use ability if attack roll is 21 or less. If greater than 21, Pik will use the ability to reduce the damage. If he's not being attacked, he'll use the ability on the first Giant that rolls an attack within 3 of another PC's AC. If all attack rolls are greater than a PC's AC+3, then he'll use cutting words to reduce the damage of the last hit.

I think that should work?


Con Save: 1d20 + 4 ⇒ (11) + 4 = 15

Rath emerges from cover to blast fire at the rock-throwing giant. Unfortunately, the crow shaped bolts sail wide and the giant shrugs off the follow up blast of flame. Coronei also provides magical support as he focuses on the two engaged in melee. Three magical bolts strike the new arrival and the fourth hits the leader.

Dorin, Kraz and Silvio continue to focus on the leader, the hill giant defending himself from Dorin’s assault but failing to avoid Kraz’s sword and suffering another major wound. Seeing his opportunity, Silvio darts back into the fray, the leader’s eyes widening in disbelief as the rogue’s rapier strikes home. Whilst Silvio returns to the rank behind Dorin and Kraz, the giant sinks to his knees, falling to the ground a moment later under your combined assault.

Dex Save: 1d20 - 1 ⇒ (16) - 1 = 15
Dex Save: 1d20 - 1 ⇒ (2) - 1 = 1

Pik once more enchants an area and the rocks and boulders strewn around the broken terrain begin glowing. The giant engaged in melee evades the magic, however the rock thrower also begins glowing as Pik’s magic takes hold.

Club vs Dorin: 1d20 + 8 ⇒ (11) + 8 = 19;Damage: 3d8 + 5 ⇒ (5, 7, 4) + 5 = 21
Cutting Words: 1d6 ⇒ 4
Rock vs Coronei: 1d20 + 8 ⇒ (3) + 8 = 11;Damage: 3d10 + 5 ⇒ (1, 9, 5) + 5 = 20

The wounded giant tries to smash Dorin into the ground, but at the last moment Pik sneers a magically empowered retort and the blow misses by a whisker!

The rockthrower turns his attention to Coronei, however his attack is also unsuccessful. Seeing his leader fall, the second giant retrieves his club and is preparing to enter the melee next round.

Damage Tally:
Club Wielder 78
Rock Thrower 10 (affected by faerie fire)

Dorin and Kraz are engaged in melee with the heavily wounded club wielder. Silvio is ten feet behind them (some would say lurking, though he’d have another word I’m sure) and Coronei, Rath and Pik a further twenty feet behind. The rock thrower is now about ten feet behind his companion, readying his club to join the fray next round.

Rath can post round three actions, Dorin, Pik, Kraz, Silvio and Coronei can now post actions for round four.


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

Round 4, Hunters Mark, Collosus Slayer

Dorin focuses his mark on thd club weilder who attacked him, and he follows through with a swing of his hammer.

WH Att: 1d20 + 7 ⇒ (17) + 7 = 24
WH Dam: 1d8 + 5 + 2 + 1d6 + 1d8 ⇒ (3) + 5 + 2 + (2) + (8) = 20

Finally!


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 followes suit with a pair of greatsword swings..

"DIE STUPID GIANT!!"

Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Dam: 2d6 + 8 ⇒ (5, 4) + 8 = 17

Frenzy: 1d20 + 8 ⇒ (6) + 8 = 14
Dam: 2d6 + 8 ⇒ (1, 4) + 8 = 13


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

Assuming that Dorin and Kraz kills their foe

ac 16, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 29/29
effects:

Happily motivated by the success of his back-and-forth guerilla tactics dons a confident smile and darts in for another round of thrust-and-run. He jabs at the giant’s knees in order to halt its forward progress before retreating into the relative comfort of being beyond the hill giant’s reach.

Move up to engage the giant clubber (20’)
Attack, main hand: 1d20 + 6 ⇒ (7) + 6 = 13
Damage roll: 1d8 + 4 ⇒ (6) + 4 = 10
Sneak attack damage if the attacks hits: 2d6 ⇒ (4, 3) = 7
Move 30’ back (10’ of normal movement then bonus action to dash, no AoO because of the Fancy footwork feature)

Monty Haul wrote:
Silvio is ten feet behind them (some would say lurking, though he’d have another word I’m sure) ...

Silvio, part due to a misunderstanding and part due to not being a learned man, believes that the technique is called Passive Aggressive Conflict Style


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

1d20 + 6 ⇒ (14) + 6 = 20 Flaming Crow aim
1d8 ⇒ 2 Flaming crow poop

Rath caws in delight as the giants begin to fall as he heaves a gob of flame at the remaining (hopefully?) former rock tosser, then retreats 20'.

I'll hold off on the bonus flaming assist till we resolve the ability.


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

Round 4

Coronei smiles at the leader's fall, and turns side on as the thrown rock whistles by. He aims for the giant about to join combat and calls on more of those silver energy bolts from his fingertips. Each one spins and twists over the heads of the other adventurers before impacting on the legs.

Magic missile at 2nd level: 4d4 + 4 ⇒ (2, 4, 2, 2) + 4 = 14


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 grimaces as he straightens up and yells at the remaining giants. I'd come up with a better insult if I thought you'd even be capable of understanding it, but my guess is that even if you spoke common you're too simple to be insulted!

Casting vicious mockery on the least injured Giant (who has to be able to hear, but not understand.) Wisdom saving throw DC 15 or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
1d4 ⇒ 2

Cutting Words [3/5]: If Pik is being attacked, will use ability if attack roll is 21 or less. If greater than 21, Pik will use the ability to reduce the damage. If he's not being attacked, he'll use the ability on the first Giant that rolls an attack within 3 of another PC's AC.


Dorin lands a solid blow and Kraz steps in to finish the second giant off, leaving just the one opponent. Unprepared for Silvio’s speed, he fails to defend himself properly and Silvio inflicts another deep wound.

Con save: 1d20 + 4 ⇒ (13) + 4 = 17
Wis save: 1d20 - 1 ⇒ (4) - 1 = 3;Psychic Damage: 1d4 ⇒ 4

Meanwhile, the magical assault continues unabated. A crow shaped dart flying from Rath to strike the giant in the chest as he ducks beneath a second gout of flame. Made the CON save vs flaming breath, as per discussion thread. Coronei also bombards it with magical missiles as Pik taunts the stupid creature.

Despite its comrades falling, the overweight giant strides forward to engage Dorin and Kraz, striking at the half-orc despite Pik’s spells.

Club vs Kraz: 1d20 + 8 ⇒ (7) + 8 = 15;Damage: 3d8 + 5 ⇒ (8, 6, 5) + 5 = 24
Disadvantage: 1d20 + 8 ⇒ (15) + 8 = 23

Damage Tally:
Remaining giant - 37 (and affected by Faerie fire - attacks against it have advantage).

Dorin and Kraz are in melee, the rest of you are a short distance away.

Rath can post round four actions, Dorin, Pik, Kraz, Silvio and Coronei can now post actions for round five.


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

Round 5

Coronei waits with his bow at the ready in case the warriors do not take the last giant down.

Delays and then attacks last with a first level magic missile.MM 1st: 3d4 + 3 ⇒ (1, 1, 1) + 3 = 6 - no juice left with those rolls - only if needed.


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

Round 5, Hunters Mark, Collosus Slayer, Advantage

Dorin focuses his mark on the final enemy who attacked Kraz, and he follows through with a swing of his hammer.

WH Att: 1d20 + 7 ⇒ (12) + 7 = 19
WH Att Adv: 1d20 + 7 ⇒ (17) + 7 = 24
WH Dam: 1d8 + 5 + 2 + 1d6 + 1d8 ⇒ (5) + 5 + 2 + (1) + (4) = 17


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 dances about pantomiming a flapping crow as the second giant falls before dashing forward, releasing a handful of feathered fire, and calling forth a spirit crow of fire.

1d20 + 6 ⇒ (4) + 6 = 10 Produce Flame
1d8 ⇒ 6 Flame produced

1d8 + 4 ⇒ (3) + 4 = 7 Dive bombing fire crow. (CON Save)


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

ac 16, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 29/29
effects:

Silvio continues the winning tactic of cut-and-run, alternating between quick dashes and swift slashes.

Move up to engage the giant (20’)
Attack, main hand (advantage, best of): 1d20 + 6 ⇒ (20) + 6 = 26 or 1d20 + 6 ⇒ (2) + 6 = 8
Damage roll: 1d8 + 4 + 1d8 ⇒ (3) + 4 + (8) = 15 (+1d8 crit)
Attack, off hand (advantage, best of): 1d20 + 6 ⇒ (8) + 6 = 14 or 1d20 + 6 ⇒ (17) + 6 = 23
Damage roll: 1d6 ⇒ 2
Sneak attack damage if any of the attacks hits: 2d6 ⇒ (5, 4) = 9
Move 10’ back (no AoO because of the Fancy footwork feature)


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

Silvio, Crit doubles all dice, including sneak attack damage.


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

The half-elf continues his yelling at the rotund enemy. This is where you lay down and give up!

Casting vicious mockery on the Giant. Wisdom saving throw DC 15 or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
1d4 ⇒ 2

Cutting Words [3/5]: If Pik is being attacked, will use ability if attack roll is 21 or less. If greater than 21, Pik will use the ability to reduce the damage. If he's not being attacked, he'll use the ability if the Giant rolls an attack within 3 of another PC's AC.


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:
Silvio, Crit doubles all dice, including sneak attack damage.

Oh, Silvio likes those news! Sneak attack crit damage: 2d6 ⇒ (3, 2) = 5


Con Save: 1d20 + 4 ⇒ (6) + 4 = 10
Wis Save: 1d20 - 1 ⇒ (9) - 1 = 8;Psychic Damage: 1d4 ⇒ 2

Rath’s hurled fireball sails wide, but the crow shaped ball of flame from above strikes him in the shoulder. Dorin also hits once more, smashing into the back of the giant’s leg as it sinks to one knee only now becoming aware of the danger it is in. Silvio’s foray once more cuts deep, almost finishing the beast off before once more ducking back out of harm’s way. Pik’s taunts continue and the giant moves from fear to panic, its eyes darting around as it sees you all closing in.

Coronei watches, ready to act as Kraz steps in with sword drawn.


Kraz continues his frenzied assault, eager to finish the beast off.

Greatsword: 1d20 + 8 ⇒ (4) + 8 = 12;Damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16
Advantage: 1d20 + 8 ⇒ (5) + 8 = 13

Frenzy: 1d20 + 8 ⇒ (9) + 8 = 17;Damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18
Advantage: 1d20 + 8 ⇒ (13) + 8 = 21

Both blows strike hard and the half-orc's sword thrusts deep into the giant's massive torso. As you all step back, it collapses onto the ground with a crash and quiet returns as combat comes to an end.

Out of combat - nicely done. Coronei you didn't need to use your spell.


You see no signs of activity at the farmhouse, other than the freed livestock who are gradually dispersing. Anyone there would certainly have heard the fight.

The giants are dressed primitively with little more than loincloths and a large club each. They were carrying three large sacks which appear to contain all manner of odds and sodds, including chairs, half-eaten food and perhaps items of more value.

Do you wish to search through their 'treasure'? Press on to the farmhouse? Heal? Something else?

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