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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In a spectacular display of brute strength, Kraz puts down the yeti fighting Pik, almost cutting it in half. Returning to his own opponent, his next two attacks also hit home and it looks to be in severe trouble.

You can easily maneuver to fight both. Attack one was sufficient to finish off Pik's. The surviving yeti beside the Vonindrod fragment has now taken 48 damage.


Dorin and Silvio are up for round two (don't forget the CON save, Silvio).


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

Con save: 1d20 + 2 ⇒ (5) + 2 = 7 vs DC13 => fail => 10 damage and paralyzed

Silvio feels the cold seeping into his bones and freezing his joints. Unable to speak he stands there motionless.

End of turn con save: 1d20 + 2 ⇒ (6) + 2 = 8 vs DC13 => fail => still paralyzed


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

Round 2, Hunter's Mark, Colossus Slayer

Dorin lays into his yeti.

Battle Axe Att: 1d20 + 8 ⇒ (2) + 8 = 10
Battle Axe Dam: 1d8 + 5 + 2 + 1d6 ⇒ (6) + 5 + 2 + (3) = 16

Battle Axe Att2: 1d20 + 8 ⇒ (3) + 8 = 11
Battle Axe Dam2: 1d8 + 5 + 2 + 1d6 + 1d8 ⇒ (8) + 5 + 2 + (3) + (8) = 26


Silvio remains frozen in place, his face blue. Dorin continues to strike against the yeti they fought last round, but the creature dodges his attacks.

I'm going to roll Pik's round two CON save.

CON save: 1d20 + 4 ⇒ (19) + 4 = 23

The bard manages to shake off the paralysis, although he is still chilled to the bone.

And since you're now free to act, I'm going to adopt your "usual" usage of cutting words.


The yeti fighting Kraz attempts to take advantage of his reckless attack, once more glaring at the half-orc who is unaffected by the gaze.

Claw: 1d20 + 6 ⇒ (9) + 6 = 15;Damage: 1d6 + 4 ⇒ (5) + 4 = 9 andCold Damage: 1d6 ⇒ 1
Advantage: 1d20 + 6 ⇒ (15) + 6 = 21
Claw: 1d20 + 6 ⇒ (10) + 6 = 16;Damage: 1d6 + 4 ⇒ (5) + 4 = 9 andCold Damage: 1d6 ⇒ 4
Advantage: 1d20 + 6 ⇒ (14) + 6 = 20
Cutting Words: 1d8 ⇒ 6

Oblivious to the dangers about him, Kraz looks to be hit twice until the recently thawed Pik once more uses his magic to distract the yeti, causing the second blow to miss.

Kraz takes 5 total damage from the first strike. Pik uses one bardic inspiration die.

Meanwhile, by the cliff edge, the newly arrived yeti launces itself at Dorin.

Claw: 1d20 + 6 ⇒ (1) + 6 = 7;Damage: 1d6 + 4 ⇒ (1) + 4 = 5 andCold Damage: 1d6 ⇒ 5
Claw: 1d20 + 6 ⇒ (19) + 6 = 25;Damage: 1d6 + 4 ⇒ (5) + 4 = 9 andCold Damage: 1d6 ⇒ 5

The first strike is turned aside by the dwarf's armor but the second lands true.

Dorin suffers 14 points of damage.

Ignoring it's active foe, the yeti that climbed up the cliffside continues to attack Silvio as he's frozen in place, determined to rip him to pieces.

Claw: 1d20 + 6 ⇒ (11) + 6 = 17;Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6 andCold Damage: 2d6 ⇒ (1, 4) = 5
Advantage: 1d20 + 6 ⇒ (5) + 6 = 11
Claw: 1d20 + 6 ⇒ (3) + 6 = 9;Damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10 andCold Damage: 2d6 ⇒ (6, 5) = 11
Advantage: 1d20 + 6 ⇒ (16) + 6 = 22

Silvio takes 32 damage.

Helpless against the monster, Silvio collapses to the ground!


As the carnage continues, a new foe arrives. Towering over the other yetis and rivalling even Okssort in size, this beast stands nearly eighteen feet tall. It has been creeping up the path from the east and now emerges onto the battlefield. Similar in appearance to the common yeti, this enormous specimen announces its arrival with a shrieking howl, the others baying and responding in kind with an almost gleeful bloodlust.

Obviously more intelligent than it's underlings, it sizes up the battlefield judging where to focus its attacks. Seeing the two yetis fighting Dorin with Silvio on the ground, it heads towards Kraz, almost closing the distance and sure to strike next round.

State of play at the end of round two:
Silvio is unconscious next to Dorin who is fighting two yetis.
Damage tally: 33 and 40.

Pik is close by to Kraz who is engaged with a wounded yeti and is about to face an abominable yeti.
Damage tally: Yeti - 48. Abominable Yeti - uninjured.

Rath is a short distance away with a clear view of the battlefield, perched partway up the hill near Okssort.

Rath can post actions for round two. Dorin, Kraz, Pik and Silvio can post actions for round three although at this stage all Silvio can do is make a death save (unless he receives healing).


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

Bardic inspiration use noted.

The half-elf shakes his head, clearing it. This started so well, he grumbles. Pik looks around to get a better idea of the plight they've found themselves in. With a frown, he reaches into his pocket, staining his fingers with sulfur once again.

Casting fireball again, aiming for the two fighting Dorin and the downed Silvio.
Fireball: 8d6 ⇒ (6, 4, 6, 4, 5, 4, 2, 4) = 35

Cutting Words: If any of the yetis is within 6 of a PC's AC he'll use it then. If not, Pik will use it to decrease damage starting with Dorin, then Kraz, then Rath and himself.


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

Round 2, Hunter's Mark, Colossus Slayer

Dorin lays into his yeti, again, or any surviving one after the fireball.

Battle Axe Att: 1d20 + 8 ⇒ (8) + 8 = 16
Battle Axe Dam: 1d8 + 5 + 2 + 1d6 + 1d8 ⇒ (7) + 5 + 2 + (6) + (3) = 23
Battle Axe Att2: 1d20 + 8 ⇒ (3) + 8 = 11
Battle Axe Dam2: 1d8 + 5 + 2 + 1d6 ⇒ (6) + 5 + 2 + (4) = 17


Pik's second fireball finishes off both of the yetis on the side of the cliff.

Finding himself with no opponents, Dorin moves to the wounded yeti fighting Kraz and cuts it down with one swing.

Kraz can post actions for round three, Rath can post actions for round two. Silvio can act if he receives healing, otherwise it'll just be a death saving throw.

The yetis are all dead, only the Abominable Yeti remains, towering over all of you in the centre of the camp.


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)

Amidst his bloodlust Kraz can do nothing the charge the new threat, howling as he goes..

"BLOOD FOR THE BLOOD GOD!! RAAAWWRRR!!!"

Not attacking recklessly though.

Attack 1: 1d20 + 9 ⇒ (7) + 9 = 16
Attack 2: 1d20 + 9 ⇒ (13) + 9 = 22
Attack Frenzy: 1d20 + 9 ⇒ (13) + 9 = 22

Dam: 2d6 + 9 ⇒ (5, 2) + 9 = 16
Dam: 2d6 + 9 ⇒ (2, 4) + 9 = 15
Dam: 2d6 + 9 ⇒ (1, 6) + 9 = 16


The abominable yeti snarls in fury as all three of Kraz's strikes hit home.

Rath can post actions for round two. Silvio is currently unconscious but is up for round three.


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 watches with quiet distatchment as the Yeti fall to his friends furious onslaught, then his eyes widen as he sees the giant approach. They widen even more when he sees his friend fall unconscious.

Rath changes his actions mid-round, and drops a small crow feather to the ground, spits on it, and mumbles some words while poining at Silvo.

2d4 + 4 ⇒ (1, 2) + 4 = 7 Healing Word


Silvio wakes to find himself prone on the cliff edge, two scorched yetis beside him.

Silvio can act for round three. Rath, I think you still have an action left for round two if you wish to use it (healing word is a bonus action, isn't it?)


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

Death save: 1d20 ⇒ 8
Silvio death watch: 0 successes / 1 failures

Question: was Silvio in the area of the fire ball that took the two Yetis? If so, I should have another death save failure.


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

You were healed. I do not believe you rewuire any death saving throws.


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 that Silvo, was now probably going to pull through, Rath finished his original intention, and took a small bundle of bird guano, and down, rolled them, up and sent the flaming mass towards the giant Yeti.

1d20 + 7 ⇒ (9) + 7 = 16 Produce Flame
2d8 ⇒ (8, 6) = 14 Fire Damage


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

Thanks Rath!

ac 17, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 7/39
effects:

Silvio sits up. His vision is cloudy and his head is spinning. His selfesteem recovery system kicks into high gear and begins to erase the past past minute from his memory, leaving the dashing chelaxian slightly confused. But seeing his blades by his side and hearing the sounds of battle brings back his focus and Silvio jumps to his feet. He shakes the snow from his hair in a ruggedly handsome way and sets off to challange the mighty yeti.

Standard action to collect my weapons
10' of movement to stand up. The rest to move towards the yeti


As Silvio clambers to his feet and gathers his weapons, Rath's ball of flame slams into the abominable yeti, causing it to flinch and step back a few paces. Howling in fury, it glares up towards Rath and the shaman feels a magical chill washing over him

Rath must make a DC18 CON save or suffer 6d6 ⇒ (4, 2, 3, 3, 5, 3) = 20 cold damage and be paralysed.

It then attacks Kraz with both arms.

Claw vs Kraz: 1d20 + 11 ⇒ (7) + 11 = 18;Damage: 2d6 + 7 ⇒ (3, 6) + 7 = 16Cold: 2d6 ⇒ (3, 6) = 9
Disadvantage: 1d20 + 11 ⇒ (13) + 11 = 24
Cutting Words: 1d8 ⇒ 1

Claw vs Kraz: 1d20 + 11 ⇒ (3) + 11 = 14;Damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14Cold: 2d6 ⇒ (1, 6) = 7
Disadvantage: 1d20 + 11 ⇒ (7) + 11 = 18

Pik attempts to distract the beast with magic, however it still manages to hit.

Kraz suffers 17 damage.


At the end of round three the yeti is in the centre of the camp fighting Kraz. The rest of you can reach it easily.

Damage tally: Yeti - 61.

Rath can post actions for round three (but don't forget the CON save first), Pik, Kraz, Dorin and Silvio can post actions for round four.


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)

Only 17 damage? I hit it for 47 with 3 swings..

Kraz attacks the Yeti again..

Attack 1: 1d20 + 9 ⇒ (3) + 9 = 12
Attack 2: 1d20 + 9 ⇒ (5) + 9 = 14
Attack Frenzy: 1d20 + 9 ⇒ (7) + 9 = 16

Use Inspiration on the first attack

Advantage: 1d20 + 9 ⇒ (6) + 9 = 15

Dam 1: 2d6 + 9 ⇒ (6, 1) + 9 = 16
Dam 2: 2d6 + 9 ⇒ (3, 4) + 9 = 16
Dam Frenzy: 2d6 + 9 ⇒ (2, 2) + 9 = 13


Kraz Thadoom wrote:
Only 17 damage? I hit it for 47 with 3 swings..

Sorry - corrected. I'm not quite sure how that happened...

Kraz hits twice more and the beast's injuries begin to show.

Updated damage tally - 90.


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

Round 4, Hunter's Mark, Colossus Slayer

Dorin attacks the large Yeti.

What fun!

Battle Axe Att: 1d20 + 8 ⇒ (7) + 8 = 15
Battle Axe Dam: 1d8 + 5 + 2 + 1d6 ⇒ (6) + 5 + 2 + (4) = 17
Battle Axe Att2: 1d20 + 8 ⇒ (13) + 8 = 21
Battle Axe Dam2: 1d8 + 5 + 2 + 1d6 + 1d8 ⇒ (3) + 5 + 2 + (5) + (7) = 22


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

Cunning Words use noted.

Pik shrugs and moves forward to stab at the creature with his rapier. Seems like the thing to do! He looks almost surprised when the rapier actually strikes true!

Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


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 + 3 ⇒ (7) + 3 = 10 CON Save

Rath raises his arms to attempt to send more fire raining down, but finds he suddenly can't put them down, or move them, or move his feet... or anything for that matter, and the cold... the cold burnt like fire.


Dorin moves up to engage the abominable yeti, striking it twice more and leaving it staggered. Finally, Pik joins the fray and finishes the beast off, the massive creature toppling to its side on the ledge.

The sudden burst of violence over, the sounds of the yeti's death cry fades and is replaced by just the wind in the valley. Rath's paralysis lasts only a few moments before the heat gradually returns to his limbs.

From his place at the rear of the camp, Okssort continues to watch wordlessly, though it's hard for him to disguise his respect.

You're out of combat. Congratulations - that didn't stretch you as much as I thought it was going to.


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 shakes his head, clearing off the remaining frost. That could have easily gone much worse. Well done! He looks at the burnt and mangled bodies, We need to clean this away. Out here, this will attract th wrong kind of attention...but, how do we move this thing? The half-elf waves his sword indicating the largest of the yetis.

Fireball was way more effective than I expected!


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 ends his rage.. "Ha! Guess they shoulda went and tried to eat someone else.."


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

Let's have our giant friend chuck 'em over the cliffside.


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, I suppose if he's amenable to that...that could work.


Even Okssort struggles with the abominable yeti, however he does manage to roll the thing off the cliff without too much drama.

"There aren't many abominable yetis," he informs you. "No wonder we haven't encountered anything out here; they defend their territory fiercely. You were lucky. Some of them can breath a blast of cold."


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

"Luck has nothing to do with it", Silvio says as he drops down on his heroic behind to take a well deserved rest. "For the casual observer, maybe . But the well trained eye recognizes Silvio and his good friends' feats for what they are: great shows of remarkable courage and unmatched skill!"

If we can take a short rest Silvio would like to spend some Hit dice:
Rogue: 1d8 + 2 ⇒ (5) + 2 = 7
Rogue: 1d8 + 2 ⇒ (2) + 2 = 4
Rogue: 1d8 + 2 ⇒ (7) + 2 = 9


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 peeks over the edge of the cliff before quickly pulling back. Well, that should handle the smell. He looks around the area, Anyone hungry? For some reason I'm hungry.


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)

"Never ate Yeti before, maybe it's good!"

Spending dice as well..

3d12 + 12 ⇒ (3, 7, 1) + 12 = 23


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

Remember to roll an extra d6 for short rest healing!

Pik will play his lute as he rests and readies himself to go back to sleep. I'll pass on the yeti, though if someone puts something else together, I wouldn't object. He grazes on some nuts here and there, and eventually sits down and buries his head in his pack to fit in some sleep in the afternoon before his watch.

Hit Die: 1d8 ⇒ 5
Song of Rest: 1d6 ⇒ 5


After cleaning up your camp, you once more settle in to wait for Ildmane’s return. The night passes uneventfully, however as day breaks a storm rolls in and you are once more battered by wind, rain and snow as you huddle under your makeshift shelter. It’s not powerful enough to pose any threat, however in the two hours it takes to blow over you are all left bitterly cold and drenched.

It’s around noon that you spot Ildmane returning as promised. She is accompanied by two other fire giants, although she leaves them several hundred feet down the trail and approaches your campsite alone, carrying an iron strongbox which she places on the ground before you.

As promised,” she announces formally, inclining her head slightly towards Pik. “Six thousand gold pieces being reparations for damage done to the human settlement in retrieving the Vonindrod. In exchange for the safe return of Okssort and the artefact. I trust you are satisfied?


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 nods, trying to remain as solemn as the giant. Unfortunately, he also feels like smiling, so his face is scrunched up in a sort of half-smirk that looks far more self-satisfied than he intends it to be.

Thank you, Ildmane. We are satisfied. You are free to take the artifact and Okssort is free to go.


After leaving the strongbox, Ildmane and Okssort wordlessly refashion the sling and roll the Vonindrod fragment into place. When it is secure, the two giants hoist the enormous object up between them and walk back towards their waiting companions. When they meet, the four of them turn their backs on you and disappear around the mountain trail, heading back to their Duke with the treasured prize.

You have six thousand gold pieces, one for you and five for the town. Presumably you’ll head back to Roderic’s Cove. That should take you around four or five days, unless you push yourselves the way you did to get here.

Any other plans? You’ve learned a little about the giants’ recent spate of activity but don’t have any red hot leads.


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)

Kinda feel like we should bargained for a bit info on what the hell is going on lol.. Now we have a bunch of gold, but no info..


When you first defeated them, Ildmane indicated she didn't really know much as to the reasons for the activity, merely that the rules of giants have been disrupted. You've learned the term "Ordning" which is some kind of philosophical idea, although you don't know the details.


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 think we have a lead to head to Riddleport as well yes? More info gathering possibly. There has to be someone who knows what all these dam words mean lol.


Elvarin, a slightly disreputable member of the Cyphermages had some unconventional theories about the Nightstone and it's possible connection to giants. He's likely to be found in Riddleport.


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

How far away did the giants say the Duke's den be? May not be a bad idea to track 'em so we know where t'find 'em fer later.


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 frowns slightly, It might be best not to antagonize them further. I imagine they'd take us following them as...something aggressive, at least.


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

Unless they didna' know?


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 looks thoughtful for a moment as a wry grin plays across his face, Let's see, the odds of us following them without them knowing...okay, that's not bad. But, it's not great. And if they do spot us, the downside is not only that we're dead, but Roderick's Cove is unlikely to survive what they'll consider as a betrayal. He shrugs, Seems like a big risk to take. Besides, we've got a massive chest of gold here to drag back to the town! And then...I don't know. Maybe, Riddleport? We need information and help, possibly in that order.

Pik hefts his pack over his shoulder and makes ready to break camp while they discuss exactly where the group will be headed next.


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

"Silvio fails to see where the risk is. Silvio is a mere shadow when he wants to. Granted Silvio is not used to these colder climates but he has the full confidence the know-how of Dorin, Rath and Kraz how to navigate these lands", Silvio states. "Although you do have a good point friend Pik. We are in the custody of a chest full of gold. A big part of the future of Roderic's Cove is in our possession. Our duty is to deliver it. After that, Silvio feels that we could loook for answers in Riddleport."


After some debate, your party decides to head back to Roderic’s Cove. Dorin and Rath are confident they can find this place easily and a giant lair two days further into the mountains is likely to be easy to discover.

The return journey passes without incident, taking you three days to make your way back to the plains and then back through farmland to Roderic’s Cove in the afternoon of Moonday, 18th of Pharast. In the nearly two weeks that you’ve been gone you can see the townsfolk have been hard at work repairing their township. Several of the buildings are in the process of being repaired, although others remain burned out shells.

The townsfolk working amongst the ruins call out to you in greeting as you come into view and one or two of them run off into town to advise the town leaders of your return. Shortly thereafter, you find yourselves once more in the Town Hall. Captain Amerris and Lieutenant Southwell are there, joined this time by Coronei who bows stiffly by way of greeting. Although not dressed in uniform as the others are, the town guards clearly defer to him with the same respect they show the two officers.

Friends! It is good to see you again,” smiles Captain Amerris warmly. “We’ve managed to calm the more nervous villagers, but I can tell you they’ll all sleep better tonight knowing you’re visiting us once more. How did your giant hunting go? Did you manage to catch the two who nearly razed our 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

Pik smiles and waves as they approach the town. Good to see you as well! The half-elf returns the greeting as they walk up. We did, indeed, find the giants and came to an...understanding. Honorable, if also cruel, those creatures are. We're hoping that this, he waves to the chest of gold, can do something to help those that lost their homes in the fires. He tells the story of how they tracked the two giants and defeated them, the deal they struck, and the information they learned.

Any idea what a Vonindrod is? Or ever heard of Ordning? He shrugs, We're not entirely sure what's going on, but it seems to have something to do with giants and an accompanying sized disagreement.


Once again we are in your debt, smiles the Captain ruefully. Although I fear it will be a long time before we can repay you. I’m afraid I’ve never heard of either of those words. We have heard some news though that is probably related to the mystery. There was a sighting of another castle in the clouds near Ravenmoor, like those that attacked Elbar’s Bluff. Thankfully it didn’t stop to attack, but headed directly west. It probably passed just south of here.

There’s also been word of frequent attacks by frost giant longships, offers Sergeant Southwell. The pirate captains are all lying low in Riddleport. The raiders don’t seem to have any care whether they’re fighting Magnimar patrols or Riddleport pirates. From what I hear three ships have been lost in the Varisian Bay in the last two weeks!

We have a town council meeting tomorrow night, Captain Amerris continues. I’m sure they will want to express their thanks for the funds you’ve brought us. I’ll ask around and see if anyone in town has any giant lore that will help. Would you stay with us until then? You’re all welcome to board here in the barracks, of course.

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