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

"That's singing? Dull flat singing. Probably a dwarf but its only 200 feet away I'd surmise," adds the bland elf.


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

Stonecunning: 1d20 + 4 ⇒ (15) + 4 = 19

That big center stalagmite be hollow. See ye can tell by the grooves. Don't be reachin' in there, though. Oozes an' such like t'live inside.


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 grunts and heads off to the north..


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

"Oozes living inside stone? Now Silvio has heard it all", Silvio says and follows Kraz towards the singing.


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

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Pik shrugs, I don't hear anything. But..I'll trust your ears over mine. He shrugs again and follows along quietly.


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 agrees to take up the rear, though he spends much time looking behind him and finding only blackness. Finally he pulls forth a flaming handful of Fire element, and holds it in his hand to provide light. Produce Flame Renewing it as it dims.

1d20 + 3 ⇒ (12) + 3 = 15 Perception


Dorin and Kraz take the lead making their way in the darkness, with the rest of the party around twenty feet behind ensuring the light doesn’t give the scouts away. The walls and floor are slick with cool, mineral-rich water. Dorin sees no sign of any tracks and it looks like this section of the caves is rarely visited. As you explore, you see the path branch, continuing north to a dead end and also west. Kraz and Dorin soon find their way to the main cavern of the complex and the source of the off-key singing is revealed.

The large chamber is around sixty feet in diameter with half a dozen passages leading off in all directions. The centre of the cave is dominated by a forest of stalagmites, some reaching almost all the way to the ceiling, thirty feet above. Right beside the cavern’s main entrance is a bubbling, mud pool currently occupied by a single ogre, wallowing in the warm mud as he sings to himself. Against the cavern’s wall to your right you can see a still pool of water, a slight runoff trickling out through another passage.

From where Dorin and Kraz are, you can see three ledges around the chamber’s circumference. Although there’s no obvious easy way to reach them, atop each stone platform is a pair of goblins. Although presumably on guard, none of them seem to be paying much attention to the exits and neither of your scouts are seen.

I’ve posted an updated map. Dorin and Kraz are currently at point (1), the rest of you are hanging back at (2). Much further than this and your light will begin spilling into the main chamber. There is an ogre enjoying a mud bath roughly forty feet from where the scouts are currently watching. Half a dozen goblins are marked with an x.


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

Dorin turns immediately to the others and puts up both hands so that they stop, motions them backwards, then puts his finger to his lips in a hushing motion. He then slowly walks back to let them know the scene up ahead.


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 hunkers down to remain out of sight and waits for Dorin to explain to the others whats going on..


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

"So, a bathing ogre and a couple of goblins you say? How far up do you reckon the goblins are? You know that Silvio is a proficient leaper", the young chelaxian proclaims. "There is also the stealthy approach, which fits Silvio as well. How well lit was the cavern?"


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

Hmph...not well-lit at all, and we are talkin' 'bout a half-dozen goblins and an ogre that we be seein'. Let's try t' head in quiet like, unless somebody's got some magic they need t'be sendin' in first?


The ledges are ten feet above the floor - a DC12 Strength (Athletics) check would do it..


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

"Little light? That is going to cause a problem. Curse these perfectly colored darkbrown eyes which matches witch goes fantastically with the rest of Silvio's striking appearence. Perhaps you go in first and setup your positions in the dark, then Silvio and his good friend Rath moves in as a surprise second wave when we attack?"


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, Some light can be arranged. He looks around the group. So, what's the plan? Do we rush the room? I think if we tried to make them come to us at least one will run to get others. If we can attack them quickly and cut off their way out of the cave, we might be able to take them before attracting too much attention.


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

"Hmm. Goblins are weak when faced one on one, however when they can coordinate their efforts they can be dangerous. I have a spell that lets me send out a gigantic wave of thunder, that I might be able to direct at those two just to the right as we enter, but I'm not sure what effect that might have on the cave. Might cause some rubble to fall from the roof of the cave or worse. The spell would damage them, and perhaps knock them off the ledge. Other than that I can keep throwing handfuls of flame at them until we're in melee".


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

Let's just get in there and get after'em. Kraz and I can lead, an' you magic types should be takin'out any archers t'buy us cover.


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 awaits Dorins return and the game plan..


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

Rath simply shrugs and starts after Dorin, ready to fling some of his magical fire when called upon.

1d20 + 1 ⇒ (5) + 1 = 6 Stealth

And though he tries to travel quietly he seems to trip quite often on rocks and pebbles and fails to conceal his approach. After he knocks over the second pile he curses and quickens his pace.

"Balz"!

Well if you can't be quiet be fast.


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

Round 1, Hunter's Mark

Let's be gettin' in there, Kraz. Our friends be coverin'us with the ranged enemies.

Dorin walks past Kraz hefting his axe, as he heads right after the bathing ogre, marking him as an enemy in route.

Can I get to Ogre in one round? If not I will dash to his position.


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 charges the Ogre with his greatsword. Raging as he goes.

If he can reach him and attack he will.. If not dash action. Reckless attack as well.

Attack if he can reach him: 1d20 + 7 ⇒ (8) + 7 = 15
Adv: 1d20 + 7 ⇒ (14) + 7 = 21

Dam: 2d6 + 7 ⇒ (1, 3) + 7 = 11

Rage 9/10


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

Restraining himself from running headlong into a dark cavern filled with Silvio waits for his companions to set up, then joins the battle when the cavern is lit.


You creep up to the cave entrance, unnoticed by the cave’s inhabitants before bursting into the chamber, uncovering your light source at the last moment, to enable Rath and Silvio to see the nearby goblins.

Initiative:
Party:
  • Dorin: 1d20 + 2 ⇒ (20) + 2 = 22
  • Advantage: 1d20 + 2 ⇒ (5) + 2 = 7
  • Pik: 1d20 + 5 ⇒ (6) + 5 = 11
  • Coronei: 1d20 + 4 ⇒ (5) + 4 = 9
  • Silvio: 1d20 + 3 ⇒ (19) + 3 = 22
  • Kraz: 1d20 + 2 ⇒ (18) + 2 = 20
  • Rath: 1d20 + 1 ⇒ (13) + 1 = 14

Monsters:
  • Ogre: 1d20 - 1 ⇒ (10) - 1 = 9
  • Goblin: 1d20 + 2 ⇒ (8) + 2 = 10

Round One(the enemy are surprised)
Turn Order:
Dorin, Silvio, Kraz, Rath, Pik
Goblins, Ogre
Coronei

Dorin and Kraz charge into the room, focussed on the bathing ogre as they close the distance. It requires a dash action for each of you to get there. Kraz is now raging and Dorin has marked the ogre.

Your light reaches a little way into the room, illuminating the nearest four goblins up on their ledges and dimly lighting the battle between Kraz, Dorin and the ogre. The farthest reaches of the cavern are still in darkness, although Kraz and Dorin can now see another pair of ten foot high ledges with goblins perched on top of them.

Silvio, Rath, Pik and Coronei can all act (since the goblins and ogres are surprised). I've presumed Coronei has cast light on something or you have a lantern you've just uncovered, since dancing lights only provides dim illumination in a pretty small area.


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 casts mirror image on himself then moves out and along the wall to the left fifteen feet.

He has cast light on his bow and Silvio's weapon too. The dancing lights move in behind.


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
Coronei Amasartis wrote:

Coronei casts mirror image on himself then moves out and along the wall to the left fifteen feet.

He has cast light on his bow and Silvio's weapon too. The dancing lights move in behind.

Unfortunately you loose the existing light spell when you cast another, so you can only have one at a time. Dancing lights requires concentration, so you can't cast another spell that requires concentration without loosing it. You're good for now as neither Mirror Image, nor Light require concentration, so you just need to pick one of the light spells to be good.


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 moves immediately in and to the right, heaving his small ball of flame at one of the goblins on the ledge to the right.

1d20 + 5 ⇒ (7) + 5 = 12 Produce Flame
1d8 ⇒ 5 Fire Damage

I'll be on a business trip this week, so posting may be spotty. Feel free to DMPC my character to help move things along.


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 23/23
effects:

Silvio draws his rapier and dagger while dashing into the room. He atempts to parkour onto the closest platform with two goblins, but his foot fails to find purchase and leaves him sliding down to the base of the platform.

Athletics check: 1d20 + 2 ⇒ (4) + 2 = 6 vs DC12 => failure
Hmm, that's that then...
If the athletics check does not require an action Silvio will use his action to dodge


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 moves forward with the others, staying near the back of the group. We'll have to work fast. This is going to get loud. The half-elf whispers a harsh arcane word as he draws his rapier.

Is it possible to get the Ogre and the two goblins on the platform behind him with a 20-foot cube of faerie fire? If not, then Pik will target the westernmost (middle of the far wall) goblins.


Rath moves into the cave and heads to the right hand ledge, flinging a ball of flame up towards the two goblins bickering on top. Unfortunately, he finds it difficult to get a clear shot and it sizzles through the air between them, exploding against the cave wall.

Silvio joins him and attempts to climb up the wall, however the all pervasive water has left the rock face slick and he is forced to drop to the floor, searching for another way up as he remains alert for danger. It's only ten feet, so I don't think it needs an action - just part of your move. You're currently dodging.

Coronei and Pik both move a little into the room closer to the other wall, each casting a spell. Coronei seems to split into four identical copies, each moving as one, continually shifting and passing through one another.

Pik's spell envelops the ledge behind the Ogre as well as the mud pool. One of the goblins begins to glow eerily as well as several rocks and pebbles up on the ledge and on the cavern floor.

Goblin Dexterity: 1d20 + 2 ⇒ (14) + 2 = 16
Goblin Dexterity: 1d20 + 2 ⇒ (8) + 2 = 10
Ogre Dexterity: 1d20 - 1 ⇒ (18) - 1 = 17

Suddenly aware they are under attack, the goblins begin scrambling for shortbows and the Ogre looks ready to sweep up a giant club lying beside the mud pool.

Round Two
Turn Order:
Dorin, Silvio, Kraz, Rath, Pik
Goblins, Ogre
Coronei

Dorin, Silvio, Kraz, Rath and Pik are up.


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 holds up his hand in front of his face mockingly, Whoah, whoah, that's way too much light! Look big...er...little guy? You gotta put that away. How are you going to keep the respect of these goblins?

Using vicious mockery on the Ogre. DC 14 Wisdom or Disadvantage on next attack and psychic damage.
Vicious Mockery: 1d4 ⇒ 4


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 attacks the Ogre with all his might, his frenzy taking over.. "BLOOD TO THE BLOOD GOD!!!! RAWWWRRR!!!!"

Using frenzy for bonus attack and reckless attack..

Attack 1: 1d20 + 7 ⇒ (19) + 7 = 26
ADV: 1d20 + 7 ⇒ (16) + 7 = 23

Dam: 2d6 + 7 ⇒ (4, 5) + 7 = 16

Frenzy: 1d20 + 7 ⇒ (13) + 7 = 20
Dam: 2d6 + 7 ⇒ (2, 4) + 7 = 13

Surely rolling 3 attack rolls a round I will eventually get a crit.. Still haven't..

Attacks against me have advantage for a round.. I'm taking 1/2 damage from raging as well..

Rage 8/10


Wis Save: 1d20 - 2 ⇒ (12) - 2 = 10

The ogre looks up at Pik, flushing slightly as an unfamiliar feeling of self-doubt washes over him. Before he can respond, Kraz unleashes a savage flurry of attacks, the berserk half-orc inflicting several nasty wounds.

Damage Tally: Ogre (29). One of the goblins on the southwest ledge is afflicted with faerie fire and grants advantage.

Silvio, Dorin and Rath are up.


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

Coronei casts mirror image on himself then moves out and along the wall to the left fifteen feet.

He has cast light on his bow and Silvio's weapon too. The dancing lights move in behind.

Unfortunately you loose the existing light spell when you cast another, so you can only have one at a time. Dancing lights requires concentration, so you can't cast another spell that requires concentration without loosing it. You're good for now as neither Mirror Image, nor Light require concentration, so you just need to pick one of the light spells to be good.

Apologies for that mistake. I'll pick Silvio to have the light (unless he doesn't want the limelight, so to speak).


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

Round 1, Hunter's Mark, Colossus Slayer

Dorin attempts to finish off the Ogre, as he swings his hammer mightily.

WH Att: 1d20 + 6 ⇒ (1) + 6 = 7
WH Dam: 1d8 + 4 + 2 + 1d6 + 1d8 ⇒ (3) + 4 + 2 + (1) + (1) = 11

Well, those rolls absolutely sucked!


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 23/23
effects:

Silvio notices some footholds that takes him soaring to the top of the platform, landing next to the goblins scrambling for their weapons. He raises his blades and goes in for the attack.

Using my inspiration to get advantage on the athletics check
Athletics check: 1d20 + 2 ⇒ (14) + 2 = 16 or 1d20 + 2 ⇒ (11) + 2 = 13 vs DC12 => success \o/
Action to attack the closest goblin: 1d20 + 5 ⇒ (15) + 5 = 20
Damage (rapier): 1d8 + 3 ⇒ (8) + 3 = 11 (+2d6 ⇒ (6, 2) = 8 if the other goblin is more than 5ft away from me)
Bonus action to strike with my off hand: 1d20 + 5 ⇒ (6) + 5 = 11
Damage (dagger): 1d4 ⇒ 4
If the first strike killed one goblin I would like to direct my off hand at the other goblin (moving to get closer if need be). Also, in case that the first blow killed the goblin and they were both to close to me to use my sneak attack on the first strike, I would like to add the sneak attack damage on the second strike, should it hit. A lot of “if => then”...


Dorin engages the ogre, but is unable to land an effective blow. Meanwhile, Silvio finds a better grip, vaulting up onto the platform amidst the alarmed sentries. Skewering the first, he moves on to the second, aiming for a second quick kill. However, the goblin has managed to draw its dogslicer and fends off the rogue's attack.

Amended Damage Tally: One goblin is down, one in the southwest corner is covered in faerie fire. Ogre (33) I forgot Pik's vicious mockery also did damage.

Rath is up.


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 has things in hand on the first platform, Rath continues around the way he started, and heaves another ball of flame at the goblins on the next ledge, taking whatever partial cover he can as he goes.

1d20 + 5 ⇒ (11) + 5 = 16 Produce Flame
1d8 ⇒ 1 Flame

He caws like a crow, and flaps his robe about him as he moves.


Rath's cries echo through the cave, the shaman moving to shelter behind the stalagmites as he fires another bolt of fire at the northwestern ledge. He has more luck this time, catching one of the goblins as it prepares to fire at Kraz and Dorin.

Rath DC 12 Perception:
Through the 'forest' of stalagmites at the centre of the cave, you spy a clearing. You can see a second ogre, apparently sleeping but rousing at the sounds of combat!

The ogre scoops up it’s club, retaliating against the berserk Kraz, but still uncertain of his own abilities.

Ogre: 1d20 + 6 ⇒ (16) + 6 = 22;Damage: 2d8 + 3 ⇒ (2, 3) + 3 = 8

Kraz is hit! However, the half-orc hardly appears to notice the wound.

Meanwhile, the goblins react to the party, the caves filling with their excited cries as a hail of arrows pepper the party from all sides! The one sharing the ledge with Silvio leaps at him with a maniacal shriek.

Goblin vs Silvio: 1d20 + 4 ⇒ (6) + 4 = 10;Damage: 1d6 + 2 ⇒ (5) + 2 = 7

A weak attack, easily turned aside.

The two on the northwestern ledge divert their attack from Kraz and Dorin, choosing instead to shoot at Rath as he ducks behind a limestone pillar.

Goblin vs Rath (qtr cover): 1d20 + 4 ⇒ (17) + 4 = 21;Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Goblin vs Rath (qtr cover): 1d20 + 4 ⇒ (6) + 4 = 10;Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Despite the cover in the centre of the cave, one of the goblins gets in a lucky shot and its arrow strikes Rath in the arm. Around the cavern, arrows fly towards the party.

Goblin vs Kraz: 1d20 + 4 ⇒ (2) + 4 = 6;Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Advantage: 1d20 + 4 ⇒ (5) + 4 = 9
Goblin vs Kraz: 1d20 + 4 ⇒ (6) + 4 = 10;Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Advantage: 1d20 + 4 ⇒ (19) + 4 = 23

Goblin vs Dorin: 1d20 + 4 ⇒ (2) + 4 = 6;Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Goblin vs Dorin: 1d20 + 4 ⇒ (7) + 4 = 11;Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Goblin vs Pik: 1d20 + 4 ⇒ (16) + 4 = 20;Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Mirror Image Check: 1d20 ⇒ 17
Goblin vs Image: 1d20 + 4 ⇒ (3) + 4 = 7;Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Dorin weathers the storm, hunkered down behind his shield, however Pik also suffers injury. The final arrow passes harmlessly through the ever moving sea of identical Coroneis.

Result:
Kraz suffers 4+2 = 6 damage (reduced via rage)
Rath suffers 7 damage
Pik suffers 4 damage.


End of Round Two

Damage Tally: Ogre (33). Goblin on NW ledge (1). Goblin on SW ledge (faerie fire).

You can all post actions - Coronei for the end of round two, the rest of you for round three.


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

Round 3, Hunter's Mark, Colossus Slayer

Dorin again attempts to finish off the Ogre, as he swings his hammer mightily.

C'mon, ya big oaf!

WH Att: 1d20 + 6 ⇒ (4) + 6 = 10
WH Dam: 1d8 + 4 + 2 + 1d6 + 1d8 ⇒ (1) + 4 + 2 + (4) + (7) = 18

I will use my Inspiration to take advantage on that Attack roll.

WH Att Adv: 1d20 + 6 ⇒ (5) + 6 = 11

Unreal!


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 that the Ogre has Disadvantage for that attack! :)


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 23/23
effects:

The light from Coronei’s light spell reflects off Silvio’s pearly white teeth as he thrusts his rapier into the poor goblin.

Action to attack the goblin: 1d20 + 5 ⇒ (17) + 5 = 22
Damage (rapier): 1d8 + 3 ⇒ (5) + 3 = 8
Bonus action to attack with my off hand if the goblin still stands: 1d20 + 5 ⇒ (20) + 5 = 25
Damage (dagger): 1d4 ⇒ 3 + 1d4 ⇒ 3 in crit damage!
If any of the attacks hit I’d like to add my sneak attack: 2d6 ⇒ (1, 1) = 2


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

Concentration: 1d20 + 4 ⇒ (16) + 4 = 20

Pik grunts as the arrow grazes his thigh. That was foolish. I need to find some cover. As he moves towards the rocks with Rath he calls out to the goblin that fired on him Really? That was your best shot? He holds his empty hand over his chest, This is my heart. Waving to his wound, This is my leg. He gesture back and forth, Heart, leg. Heart, leg. Might want to work on that.

Casting vicious mockery on the Goblin. DC 14 Wisdom or Disadvantage on next attack and psychic damage.
Vicious Mockery: 1d4 ⇒ 3


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)

With multiple foes attacking him backs off reckless attack this round.. He still swings ferociously at the ogre though...

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Dam: 2d6 + 7 ⇒ (3, 5) + 7 = 15

Frenzy: 1d20 + 7 ⇒ (19) + 7 = 26
Dam: 2d6 + 7 ⇒ (5, 6) + 7 = 18

So many 19's, nvr a 20...

Rage 7/10


Dorin continues his attack on the Ogre but has cannot find a way past the brute's defences as the large creature catches the hammer in a crude parry.

Distracted by Dorin's attack, the ogre fails to defend properly against Kraz who cuts the ogre down with a fearsome assault!

Goblin WIS save: 1d20 - 2 ⇒ (18) - 2 = 16

The goblin Pik taunted just sneers, drawing another arrow and preparing to continue shooting.

Pik DC 12 WIS (perception):
Through the 'forest' of stalagmites at the centre of the cave, you spy a clearing. You can see a second ogre, she used to be asleep but is now rousing at the sounds of combat!

Meanwhile, Silvio continues to mow through the goblins, clearing the first ledge of enemies with a lethal flurry of strikes.

If you wish to move, Silvio it takes no check to climb down - just ten feet of movement. I can't update the map at the moment, but your ledge is now clear the two anticlockwise ledge are shooting at Rath the two goblins clockwise from your perch are shooting at Pik and Coronei. You can't see the rest of them.

Rath can act for round three, Coronei is still to act at the end of found two.

Damage Tally:
The ogre is dead! Eight goblins remain:
Goblin fighting Rath (1)
Goblin on the SW ledge (faerie fire)


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

Continuation from last post
Silvio kicks the lifeless goblin off the ledge and jump down the platform. He meets the cavern floor with a nifty tumble and start off towards another platform packed with goblins. Unfortunately the dashing rogue meets the same fate as his first atempt at scaling the wall to engage his foes.

Move action to move 30' towards the northenmost platform (if that is as close as the southermost, if not I'll go for the southermost platform)
Bonus action to dash the last 30'
Athletics check to scale to the top of the platform: 1d20 + 2 ⇒ (4) + 2 = 6
Damn it!


Male Daytona 500 DM / 12

Thankful that Silvo has decided to distract the goblins with his comic theatrics, Rath winces at the pain of the arrow, and send forth another cosmic gob of fire at the offending archer.

1d20 + 5 ⇒ (12) + 5 = 17 Produce ball of Flame

1d8 ⇒ 2 share ball of flame

He then screams out a warning... "DON'T LOOK NOW, BUT THERE IS ANOTHER ONE ON THE WAY... AND IT DOESN'T LOOK HAPPY THAT YOU'VE KILLED IT'S FRIEND".


Silvio leaps from the first platform and dashes to the next, however he is unable to get a grip on the slippery rock and remains at the base of the platform. Meanwhile, Rath's ball of fire once more targets atop the northern platform, scorching the one he burned last round.


On the southern side of the cave, Coronei notches an arrow and lets fly at the nearest foe.

Longbow: 1d20 + 6 ⇒ (3) + 6 = 9;Damage: 1d8 + 4 ⇒ (1) + 4 = 5

However it dodges easily.


From within the central forest of stalagmites, you hear a loud roar as another ogre forces her way through the tight space. Seeing Kraz and Dorin standing over the fallen ogre's body, she charges at them and attempts to avenge her mate's death, swinging at Kraz.

Greatclub: 1d20 + 6 ⇒ (19) + 6 = 25;Damage: 2d8 + 4 ⇒ (2, 6) + 4 = 12

With a sickening thud, the large club smashes into Kraz's side.
Kraz takes 9 damage

The goblins' cries grow louder as they frantically shout alarms towards the northwestern passageway. As they call for help, they continue peppering the party with arrows.

Shortbow vs Silvio: 1d20 + 4 ⇒ (20) + 4 = 24;Damage: 2d6 + 2 ⇒ (6, 4) + 2 = 12
Shortbow vs Rath (cover): 1d20 + 4 ⇒ (2) + 4 = 6;Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Rath continues sheltering amidst the stalagmites, however Silvio is focussed on finding a way to climb the ledge and doesn't spot the danger until too late, suffering a deep wound to the shoulder.
Silvio takes 12 damage

Shortbow vs Kraz: 1d20 + 4 ⇒ (4) + 4 = 8;Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Shortbow vs Kraz: 1d20 + 4 ⇒ (2) + 4 = 6;Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Shortbow vs Dorin: 1d20 + 4 ⇒ (18) + 4 = 22;Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Shortbow vs Dorin: 1d20 + 4 ⇒ (5) + 4 = 9;Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Dorin and Kraz continue to suffer the brunt of the attack, embroiled in battle with the newly arrived ogre as arrows fly through the air. Most of them sail wide, but Dorin suffers a hit, the arrow sticking out of his upper arm.
Dorin takes 5 damage

Shortbow vs Pik (cover): 1d20 + 4 ⇒ (3) + 4 = 7;Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Mirror Image: 1d20 ⇒ 12
Shortbow vs Coronei: 1d20 + 4 ⇒ (18) + 4 = 22;Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Having found shelter from the archers, Pik is not troubled by the goblin shooting at him. One arrow strikes one of Coronei's slowly moving images and it disappears.
Coronei is reduced to two mirror images.

End of round three
Damage Tally: Goblin on NW ledge (3). Goblin on SW ledge (faerie fire).

The party is up - Coronei can post for the end of round three, the rest of you can 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, Hunter's Mark

Dorin now attempts to smash the newly arrived Ogre.

Time fer you t'fall too!

WH Att: 1d20 + 6 ⇒ (3) + 6 = 9
WH Dam: 1d8 + 4 + 2 + 1d6 ⇒ (5) + 4 + 2 + (6) = 17

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