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)

You mean 6 damage? He takes 1/2 while raging..

Kraz meets the new threat with a roar of his own before attacking..

Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Dam: 2d6 + 7 ⇒ (4, 5) + 7 = 16

Frenzy: 1d20 + 7 ⇒ (19) + 7 = 26
Dam: 2d6 + 7 ⇒ (2, 5) + 7 = 14

Inspiration on the first attack..

ADV: 1d20 + 7 ⇒ (5) + 7 = 12
Dam: 2d6 + 7 ⇒ (4, 5) + 7 = 16


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

Ouch, you bastard!

ac 15, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 11/23
effects:

A masculine cry of pain that somehow manages to convey both the heroics of Silvio’s actions and the impending doom of his attackers escape the young chelaxian’s lips as the arrow buries itself in his shoulder. ”So is that the way you want to play this?” he asks rhetorically through two rows of clenched pearly teeth. The slippery grip that eluded him just moment ago provide no difficulty as the dashing rake climbs the platform, fueled with the righteous rage of his whole being. Standing a top the platform he kicks one of the goblin’s bows aside and strikes! Once with his rapier towards the chest and then a follow up slash aimed at the abdomen with his dagger. ”You must know that you are facing the great Silvio Callgari Pazzi! Lady luck does not favor you”

Atheltics check to climb the platform: 1d20 + 2 ⇒ (19) + 2 = 21
Action to attack the goblin: 1d20 + 5 ⇒ (16) + 5 = 21
Damage (rapier): 1d8 + 3 ⇒ (5) + 3 = 8
Bonus action to attack with my off hand: 1d20 + 5 ⇒ (16) + 5 = 21
Damage (dagger): 1d4 ⇒ 3
If any of the attacks hit and the other goblin is more than 5ft away I’d like to add my sneak attack:: 2d6 ⇒ (5, 6) = 11


Kraz Thadoom wrote:
You mean 6 damage? He takes 1/2 while raging..

I do indeed, apologies. I got confused with the heavy armor damage reduction feat.

Dorin and Kraz meet the charge of the newly arrived ogre. Dorin fails to penetrate her defences, however the frenzied Kraz manages to once more land two solid blows.

Meanwhile at the northern wall, Silvio continues his rampage through the goblin ranks. Leaping up to join them, he elegantly dispatches the scorched one first, before pressing on and skewering the second with a followup attack.

Damage Tally:
Ogre (30)
Goblin on SW ledge (faerie fire).

Coronei can post round his three action, Rath and Pik can post for round four.


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 almost jumps out of his clothes as Rath yells, Wha...? Rath, you're more dangerous than they are! With a laugh the half-elf turns back to the fight. Whoah. Lady, I've got a whole lot of 'your momma' and 'you're so fat' insults, but from the looks of you, I can't imagine you haven't heard them all already!

Casting vicious mockery on the Ogre. DC 14 Wisdom or Disadvantage on next attack and psychic damage.
Vicious Mockery: 1d4 ⇒ 2

Dorin! Stop missing and drop that thing! He calls out to the dwarf.

Using a bonus action to grant Dorin Bardic Inspiration.


Ogre Wis save: 1d20 - 2 ⇒ (16) - 2 = 14

Not only has the newcomer heard all the jokes before, she's completely unfazed by them.

Rath is up for round four, Coronei for his round three action.


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 up through the rocks to target the Goblins on the West wall.

1d20 + 5 ⇒ (13) + 5 = 18 Produce Flame
1d8 ⇒ 4 Ouch


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

Sorry for dropping the ball over the last few days chaps.

Round Three
The fighting Coronei's shoots at an opposite goblin above Silvio then dropping his bow and fielding his rapier.

Bow: 1d20 + 6 ⇒ (18) + 6 = 24, Damage: 1d8 + 4 ⇒ (8) + 4 = 12


Rath moves up through the centre of the cavern, firing another ball of fire at one of the goblins on the western ledge and scorching it. Meanwhile, Coronei shoots the other in one clean shot, the ranks of the goblin archers continuing to thin.

The westernmost goblin, having watched Silvio dispatch with his companions, switches his focus, shooting at the nimble human as he continues calling out.

Boss! Boss! We got problems! Big problems!” he cries, unable to keep the panic from his voice.

Arrow vs Silvio: 1d20 + 4 ⇒ (4) + 4 = 8;Damage: 1d6 + 2 ⇒ (2) + 2 = 4

The southwestern archers continue to provide support to the ogre, Dorin and Kraz each being targeted by an arrow.

Arrow vs Kraz: 1d20 + 4 ⇒ (13) + 4 = 17;Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Arrow vs Dorin: 1d20 + 4 ⇒ (6) + 4 = 10;Damage: 1d6 + 2 ⇒ (6) + 2 = 8

The remaining two goblins give up on Coronei and his shifting images, both focussing their fire on Pik as he shelters behind a stalagmite.

Arrow vs Pik: 1d20 + 4 ⇒ (10) + 4 = 14;Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Arrow vs Pik: 1d20 + 4 ⇒ (5) + 4 = 9;Damage: 1d6 + 2 ⇒ (1) + 2 = 3

As the air is filled with goblin arrows and shrieks, the ogre continues to try and batter Kraz into unconsciousness, wildly swinging her club once more.

Greatclub vs Kraz: 1d20 + 6 ⇒ (12) + 6 = 18;Damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12

Kraz suffers 2 damage from the goblin and 6 from the Ogre. Everyone else is unharmed this round. Coronei can act for the end of round four, everyone else for round five.

Damage Tally:
Ogre (30)
Western Goblin (4)
Southwestern Goblin (faerie fire)


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 Four

Coronei enacts his bladesong as he moves into combat with the ogre. He aims for the creature's eye with a wicked riposte after ducking under the backswing of the club.

Riposte: 1d20 + 6 ⇒ (18) + 6 = 24, damage: 1d8 + 4 ⇒ (1) + 4 = 5

The ogre flinches just in time but the rapier still scores a palpable hit.

AC21 and mirror images too


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

Round 5, Hunter's Mark, Colossus Slayer, Bardic Inspiration

Dorin attempts to finish the Ogre with his newfound inspiration.

Aye, Pik!

WH Att: 1d20 + 6 + 1d6 ⇒ (11) + 6 + (1) = 18
WH Dam: 1d8 + 4 + 2 + 1d6 + 1d8 ⇒ (7) + 4 + 2 + (6) + (3) = 22


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 11/23
effects:

Silvio continues his tour de caverne, ridding the goblin filled platforms in counter clockwise order. Alas, the rule of "the first try must be a failure" is in full effect and the lone goblin atop the platform is safe for the time being. Or at least for the casual observer. More astute witnesses notices the twitching in Silvio's left hand and the determined focus of the dashing chelaxian's tastefully colored eyes. Mere moments later his dagger leaves his hand, flung in a perfect arc to strike the goblinoid perched ontop of his lookout post. After the deft throw the cunning rogue dashes behind the stalagmite to try and avoid any reprecussions of his attack, as well as to draw his short sword to replace his dagger.

Athletics check: 1d20 + 2 ⇒ (6) + 2 = 8 vs DC12 => failure
Action to throw: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 ⇒ 1 (I'm not sure if I should add the attribute modifier to the damage or not. I'm leaning towards not.)


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 his cawing flapping attack on the western platform, remaining in the partial cover of the rocks.

1d20 + 5 ⇒ (1) + 5 = 6 Produce Flame

1d8 ⇒ 2 Blister

But he ducks at the wrong time, and the flame explodes on the stalagmite in front of him burning off half his left eyebrow.


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 was an image of carnage, his whole body covered in blood and bruises.. With a mighty warcry he continued to fight however.. Froth, spittle, and blood flying everyevery as he does so.

Attack: 1d20 + 7 ⇒ (20) + 7 = 27 HA! Finally a crit!!
Dam: 5d6 + 14 ⇒ (5, 2, 3, 2, 4) + 14 = 30

Frenzy: 1d20 + 7 ⇒ (19) + 7 = 26
Dam: 2d6 + 7 ⇒ (2, 6) + 7 = 15

He does an extra dice of damage on crits via Savage Attacks.

Rage 6/10


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

Well, you've got big problems and little problems. The big problem is named Kraz. The little problem is your aim. Not that I mind really. I'm just saying you'd be better off just giving up. If I had to guess the real hunters are out shooting rabbits to feed the cripples they left behind. He pauses with a mock sigh, That's you, if it was unclear. Pik ducks behind the rocks as he calls out to the goblins and chuckles. They say it's not funny when you have to explain it. They're wrong! You two are still funny!

Casting vicious mockery on a goblin shooting at hi,. DC 14 Wisdom or Disadvantage on next attack and psychic damage.
Vicious Mockery: 1d4 ⇒ 4


The party ruthlessly cuts through the cavern's defenders. Dorin and Coronei each land a telling blow before Kraz steps in to effortlessly finish her off.

Meanwhile, Rath misfires his attack, distracting the westernmost goblin as Silvio hurls a dagger, catching the creature in the throat. With a gurgled cry, it staggers across the platform and topples over the edge, landing on the cave's floor.

Now outnumbered and outclassed, as one the remaining four goblins drop their bows and begin babbling and sobbing piteously, standing on top of the ledges with their hands thrust staight up in the air.

"Please! Please great warriors! Spare us!" wails one.

"We were just guarding....We thought you were someone else!" offers another as the other three begin nodding in furious agreement. "That's right!...You don't want us. You should talk to Boss Hark..."

They continue begging for mercy, eyeing your group nervously and indicating the northwestern tunnel behind Silvio.

The combat is over. There are two goblins on the southwestern ledge and two on the southeastern. Everyone else is dead and these are thoroughly demoralised.


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 steps back from Kraz allowing him time to bleed the adrenalin rush off. He fetches his bow and gradually stops dancing himself ending the bladesong so prematurely.

Once the elf has his bow he aims at the untrustworthy goblins above and waits for the Boss to try something stupid.


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

Let's be checkin' out that tunnel t'the northwest and this Boss Hark.


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 nods at Dorin with a rare smile for the dwarf. "Not a dwarf singing I heard. But an ogre."


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 and goes to one knee, panting hard.. He incurs one level of exhaustion ending his frenzy..

He pulls out his healing potion and drinks it down..

2d4 + 2 ⇒ (4, 2) + 2 = 8

"Any of heals would be appriciated.. I kinda got beat up there."


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

"Now that is what Silvio wants to hear", the rogue responds to the goblin's wails as he struts forward to retrieve his thrown dagger. "Before we go and have a talk with this Hark, you will answer som questions. Let's begin with what you have done with the villagers you captured yesterday."


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, It appears I was right. The real warriors are out! He steps out from behind the rocks with his sword leveled at the goblins. You two! Hop own from there. We have some questions for you.

Pik waits until the two come down before continuing. Now, tell us all about this cave... The half-elf has many questions, ranging from how many goblins are left in the caverns to the size and general layout of the subterranean home.


The four goblins lower knotted ropes and clamber down from the ledges, meekly allowing themselves to be corralled as the party interrogates them. Their spirits clearly broken, they interrupt one another's answers each keen to be the most helpful.

"Boss Hark, he lives that way..." says the first, indicating the northwestern corridor.

"He's the one you should talk to..."

"We just do what he says. And the ogres..."

"Yes! Yes it was the ogres. They made us! Made us take the longshanks.."

"They're that way! You can have them all!"

Talking over each other, they describe the layout of the caves eagerly. Boss Hark lives to the northwest and the villagers are being kept through the tunnel to the northeast that the pool drains into. It is also home to thousands of nesting bats and the goblins warn you that, if you're not quiet it's likely you'll disturb them.

The northern passage leads to the living quarters of the goblins. It sounds like Boss Hark has a couple of tough bodyguards with him, however the bulk of the fighters were here in the cave or exploring the village. The caves to the north contain non-combatants.

The eastern passage you entered from used to be the goblins' source of drinking water, but it sounds like something nasty has recently moved in and they no longer use that entrance.

"There's a big, slimy black thing..."

"Lives in the rock..."

"Eats goblins..."

"Now we have to drink from there," finishes the last goblin, pointing to the southwestern passage.


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)

"Is Boss Hark an Ogre too? Or something else? Is there anyone else with him?"

Looking to the party.. "I thought one or two of yall could heal."


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 know a trick if you've got some time to rest. It's not really a magic spell or anything. Well, not in the traditional sense. He turns back to the goblins. Bosses and big slimy things. You sure you're not getting the two confused? And bats you say. The half-elf shakes his head, I'm surprised they're not already awake from all this shouting. But, point taken. Don't wake the bats. He pauses and thinks for a moment. Lives in the rocks? Is that the thing that left the two dogslicers on the ground back there? He points back the way they came. Good thing we didn't wake that up. The half-elf continues, mostly making comments to himself while letting the others interrogate the two goblins.


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

Told ya there be oozes in some of those rock forms, didn't I?


As you learn the lay of the land, you can see many goblin children and a few crippled or frail goblins, peering out of the gloom of the northern tunnel as they watch developments in the cave. Your captives fall over themselves being helpful as you enjoy free reign of the main cavern, explaining that their leader is a goblin, like them. A tough goblin, by all accounts but just a goblin.

There is no sign of movement from the northwest. Given the sounds of battle and the sudden quiet, you have little doubt Boss Hark is aware of your presence, but he is showing no sign of coming out to meet you.

As promised, the northeastern cave contains the surviving villagers of Elbar's bluff. Huddled miserably around the edges of another wet, cold cavern. There are around eighteen adults and a dozen children or adolescents, the smallest a girl of around three years old, you'd guess. Looking up in panic, their eyes soon show signs of hope as you enter. Clambering to his feet, a middleaged dwarf lifts his hands in warning, before motioning you to be quiet and pointing to a large, gaping hole in the floor, from which you can hear the rustling of thousands of nesting bats.

Seeing that you have overpowered their jailers, the dwarf begins moving amongst the frightened villagers, quietly urging them to their feet and motioning for them to join you in the main cavern. As he shepherds the villagers out, he gives you a grim smile and a nod of thanks.

Any further plans here? Are you going to continue exploring? Leave the goblin survivors to their fate? Confront boss Hark? Head straight back to the village?


"I'm Morak," the dwarf introduces himself once the refugees have all quietly filed out into the main cavern. "Morak Urgray. Owner of the Nightstone Inn. We've had a rough time of it these last few days. Our town was attacked. These little blighters ambushed us on the way to shelter." Shaking his head sorrowfully, he scowls in anger at the four goblin prisoners.

"They've been taking us out one by one," he growls, lowering his voice to ensure the other refugees don't hear. "I've no idea what's happened to them. But the ones they took never came back to us. I can make some good guesses..."


Another of the villagers approaches you with a stiff bow. A human, dressed in the robes of a Pharasmin priest.

"Thank you, strangers," he begins earnestly, talking over Morak and indicating the cave's main entrance. "We've been praying for deliverence and the Lady of Fate has provided. We should make haste for the village. The people here can't be forced to spend a moment longer in this vile place!"


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

"It would seem prudent to teach the boss a lesson he will not forget - before we leave?" Coronei smiles in anticipation.

"Perhaps you should begin the journey home and we could follow quickly after. Or wait at the entrance for us to find out what happened to the other prisoners?"


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

Aye, Elf, let's be gettin' after that boss toot sweet.

Dorin moves to find the boss, using stonecunning to seek any secret crevices.

Stonecunning: 1d20 + 4 ⇒ (8) + 4 = 12


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 slings his gore drenched blade over his shoulder and gives a nods.. "Lets go find him.."


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

"Going after boss Hark sounds like a grand idea. He, at least Silvio assumes that it is a he, is clearly a menance to this region. For the safety of the surrounding communities his, once again Silvio is assuming, must come to an end. How ever, Silvio suggests that we first take a breather and gather us to face this goblinoid tyrant."

I.e. take a short rest and spend some hit dice


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

Sorry about the delay.

Rath stands around huffing and glaring at anyone who looks his way, until his battle fury dies down a bit.

"Yes it is a good idea to take a breather I believe. Come close if you are injured, and let me do what I can to help".

Note that Rath pays no attention to his own injuries until others more needful are healed.

1d8 + 3 ⇒ (3) + 3 = 6 Cure Wounds

1d8 + 3 ⇒ (4) + 3 = 7 Cure Wounds 2

That's both spell slots, but I'll regain them after a short rest. Rath will spend (1)HD during his short rest to regain a HD.

1d8 + 3 ⇒ (6) + 3 = 9 Spend Hit Dice


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 Morak's hand, We've heard a lot about you. It's time to get you all home. But first...we have something to deal with here. Do you think you can make your way out on your own? The half-elf frowns as he looks around, I imagine that we can take a break while these people get a headstart, but I doubt that this boss will give us enough time for my trick to work.


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)

If we are resting..

1d12 + 3 ⇒ (9) + 3 = 12 full..


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

Either way Rath is ready to move on. He takes a ball of his flame into one hand, and his club in another, and waits to determine the others disposition.


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

Silvio looks down the dark tunnel, down the path that fate has laid out for him. "When you're right, you're right. Destiny waits for no man!" he declares and looks down at the goblin arrow sticking out of his shoulder. With a sure hand he grips the shaft and pulls the missile out of the wound. The rake casually disposes the bolt by tossing it over his shoulder and then reaches for the healing potion at his belt. He pops the lid with his thumb and downs the flask with one long swig.

Tossing the empty bottle over his other shoulder he finishes the display with a manly yet somehow tasteful belch. "So, let's go and dethrone the goblin king!" he announces.

Healing potion: 2d4 + 2 ⇒ (1, 3) + 2 = 6


Hiral, the priest of Pharasma, is clearly disappointed in your decision. Nonetheless, he helps Morak in leading the villagers out of the damp cave they've been trapped in these last few days. The small band gather in the valley outside the cave mouth to wait for you. The four surviving town guards arm themselves with the goblin doglicers, keeping an eye on the captives and promising to ensure none of the civilian goblins leave the northern section of the cavern.

With a little interrogation, you learn that the passage only goes thirty feet before you'll reach boss Hark's cavern. There are a few side caves, but the goblin captives assure you they are unused. The cool cave is still filled with the sounds of trickling, dripping water and you can't make out any sounds. You would judge there's no chance the boss hasn't heard the ruckus from the battle.

Assuming you're all heading out the northwestern passage, I'll need a marching order and some idea of where lights are and so forth. The villagers will wait outside with the goblin prisoners and a couple of guards. Two more guards have offered to stand guard at the northern tunnel, near the pool.


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 will go up front with darkvision..


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

Dorin follows right behind Kraz.


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

SOP - Kraz and Dorin lead by 15ft, Coronei follows with a light spell on Silvio beside. That means Pik and Rath are right behind us. Okay?

The lit Silvio means that large shadows of Dorin and Kraz slide over the walls and ceiling as the party advances. The pair are shrouded and backlit by the dweomerlight and so there is no chance of surprising the Boss.

"Now would be a good moment to scare that goblin chief."


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

Sounds good to me.

Pik follows in the rear with Rath. Hopefully we'll do more than scare him.


Forming up with Kraz and Dorin in the lead once more, your party moves out to hunt down the goblin chief. The passage winds deeper into the hill, soon reaching a small chamber where you locate the terminus of the entrance you found at the top of the hill. Assuring yourselves it is empty, you move on to find another chamber, sealed up with a large boulder.

Before you have much time to investigate, it becomes clear that the boss's lair is nearby, the tunnel opening out into a chamber roughly thirty by forty feet. Although not luxurious by any means, Boss Hark's chamber is drier than the other caves and he has a substantial if roughly made chair at the northern end, where Dorin and Kraz can see him waiting, flanked by two burly goblin bodyguards.

The rest of the chamber is filled with a small horde of giant rats who appear to have been feasting on the body of a villager against the western wall. Hearing your approach, they turn to face you, together with a lone goblin guard, clenching his doglicer.

Kill the intruders!” orders the goblin chief as he readies a light crossbow. “They’ve come for our gold!

Behind his primitive throne you can see a pile of belongings including weapons, armor and other good presumably looted from the villagers when they were captured.


Initiative:
Party:
  • Dorin: 1d20 + 2 ⇒ (19) + 2 = 21
  • Advantage: 1d20 + 2 ⇒ (2) + 2 = 4
  • Silvio: 1d20 + 6 ⇒ (4) + 6 = 10
  • Pik: 1d20 + 5 ⇒ (2) + 5 = 7
  • Coronei: 1d20 + 4 ⇒ (14) + 4 = 18
  • Kraz: 1d20 + 2 ⇒ (7) + 2 = 9
  • Rath: 1d20 + 1 ⇒ (19) + 1 = 20

Monsters:
  • Boss Hark: 1d20 ⇒ 3
  • Bodyguards and Goblin: 1d20 + 2 ⇒ (6) + 2 = 8
  • Giant Rats: 1d20 + 2 ⇒ (20) + 2 = 22

Round One
Turn Order:
Giant Rats
Dorin, Rath, Coronei, Silvio, Kraz
Goblins
Pik
Boss Hark


The rats swarm towards Kraz and Dorin, two attacking each of your frontline fighters.

Bite v Dorin: 1d20 + 4 ⇒ (13) + 4 = 17;Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Advantage: 1d20 + 4 ⇒ (9) + 4 = 13
Bite v Dorin: 1d20 + 4 ⇒ (6) + 4 = 10;Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Advantage: 1d20 + 4 ⇒ (8) + 4 = 12

Bite v Kraz: 1d20 + 4 ⇒ (11) + 4 = 15;Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Advantage: 1d20 + 4 ⇒ (9) + 4 = 13
Bite v Kraz: 1d20 + 4 ⇒ (9) + 4 = 13;Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Advantage: 1d20 + 4 ⇒ (19) + 4 = 23

The dwarf's armor and shield keep the two on him at bay, however Kraz is bitten twice.
9 damage total to Kraz

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


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

Round 1, Hunters Mark

Dorin moves his mark to one of the rats that attacked him.

WH Att: 1d20 + 6 ⇒ (18) + 6 = 24
WH dam: 1d8 + 4 + 2 + 1d6 ⇒ (3) + 4 + 2 + (2) = 11


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 enters a rage and swings at the rats attacking him.. "
Low shall you be laid!!! RAAA!!!"
Already bloodied he goes crazy..

Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Dam: 2d6 + 7 ⇒ (4, 3) + 7 = 14

Frenzy: 1d20 + 7 ⇒ (5) + 7 = 12
Dam: 2d6 + 7 ⇒ (6, 4) + 7 = 17

If the first one dies, switch targets for 2nd swing..


Kraz and Dorin meet the rats' attack forcefully. Dorin kills the first as Kraz deals with the two who attacked him. Watching the three rats die so rapidly, Boss Hark screams with rage.

"Kill them! Kill them both!" he points Kraz out to the bodyguards beside him, directing them to fire at the half Orc.

Are you forcing your way into the room as the rats drop? Or remaining in the entranceway? The former risks being surrounded, but the latter course will allow the rest of the party to melee also.


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 moves up after his attack.. Allowing the rest of the party to move in some..


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

Dorin forces forward too.

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