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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Coronei’s arrow flies true but he barely flinches as the attack is deflected by the chief’s armor. With a final surge, half of the orc warriors ford the river crossing over to the gate as they begin to hack their way through. The remainder remain on the far bank with their chief and begin hurling javelins up at the defenders on the walls.

Javelin v Coronei: 1d20 + 5 ⇒ (15) + 5 = 20;Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Javelin v Xolkin: 1d20 + 5 ⇒ (10) + 5 = 15;Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Javelin v Alara: 1d20 + 5 ⇒ (3) + 5 = 8;Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Javelin v Kaelen: 1d20 + 5 ⇒ (7) + 5 = 12;Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Javelin v Soldier: 1d20 + 5 ⇒ (3) + 5 = 8;Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Axe v Gate: 1d20 + 5 ⇒ (14) + 5 = 19;Damage: 1d12 + 3 ⇒ (4) + 3 = 7
Axe v Gate: 1d20 + 5 ⇒ (1) + 5 = 6;Damage: 1d12 + 3 ⇒ (5) + 3 = 8
Axe v Gate: 1d20 + 5 ⇒ (12) + 5 = 17;Damage: 1d12 + 3 ⇒ (6) + 3 = 9
Axe v Gate: 1d20 + 5 ⇒ (15) + 5 = 20;Damage: 1d12 + 3 ⇒ (6) + 3 = 9
Axe v Gate: 1d20 + 5 ⇒ (15) + 5 = 20;Damage: 1d12 + 3 ⇒ (10) + 3 = 13
Axe v Gate: 1d20 + 5 ⇒ (14) + 5 = 19;Damage: 1d12 + 3 ⇒ (10) + 3 = 13

The first volley of javelins has little effect as the defenders hunker down behind the wall, the only one caught in the line of fire is Coronei. You're struck for 6 points of damage - it looks like you haven't got mage armor up at the moment (?) Let me know if you want to use shield.

As the warriors over the river try to pin down the defenders, the orcs down below make good progress in their attempt to destroy the gate and force their way into the village.

Meanwhile, at the breach in the wall, the orcs continue their surge forward, leaping fearlessly through the fire to engage the defenders.

DC12 Dex: 1d20 + 1 ⇒ (2) + 1 = 3
DC12 Dex: 1d20 + 1 ⇒ (5) + 1 = 6
DC12 Dex: 1d20 + 1 ⇒ (4) + 1 = 5
DC12 Dex: 1d20 + 1 ⇒ (14) + 1 = 15
DC12 Dex: 1d20 + 1 ⇒ (12) + 1 = 13

Soldier’s Readied Attack: 1d20 + 3 ⇒ (10) + 3 = 13;Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Fire from last round: 1d6 ⇒ 2

Meeting the charge, Kraz and Dorin easily dispatch with the first two through the wall. The Seven Snakes soldier also strikes a blow but the orc he faces remains standing.

The three surviving orcs attack Silvio, Kraz and the soldier.

Silvio: 1d20 + 5 ⇒ (17) + 5 = 22;Damage: 1d12 + 3 ⇒ (2) + 3 = 5
Disadvantage: 1d20 + 5 ⇒ (1) + 5 = 6

Kraz: 1d20 + 5 ⇒ (2) + 5 = 7;Damage: 1d12 + 3 ⇒ (12) + 3 = 15
Advantage: 1d20 + 5 ⇒ (1) + 5 = 6

Soldier: 1d20 + 5 ⇒ (19) + 5 = 24;Damage: 1d12 + 3 ⇒ (6) + 3 = 9

Silvio neatly steps aside, whilst Kraz deflects the orc's attack. The Seven Snakes is less fortunate though and the defenders suffer your first casualty!

Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Twenty feet Across the river: Gurrash, five orcs
At the gate: Three uninjured orcs and another three orcs afflicted by faerie fire (damage tally: 8, 5, 7)

Gate has suffered 51 hit points damage and looks like it wouldn’t take too many rounds like that one before it is breached.

Those at the bridge:
Silvio, Rath, Dorin, Kraz, three soldiers, Sydiri and Torem.
Forty feet across the river: Norgra (damage tally: 3)
In melee with Dorin, Silvio and Kraz: three orcs (damage tally: 20, 5, 13)
A spiritual greatsword hovering amongst your ranks.

Pik is the last to act in round three.


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 laughs and shouts down at the chieftan, It's a good thing you brought so many of them! To tell the truthm I'd be a little worried if you brought the strong ones! He chuckles and points at one of the injured orcs at the gate. Like that one! He barely put a dent in the gate!

Casting vicious mockery on a wounded orc. Wisdom Save DC 14.
1d4 ⇒ 3 psychic damage and disadvantage on next attack roll.


Wisdom Save: 1d20 ⇒ 7

Pik’s magical onslaught clearly affects the orc warrior as he lowers his axe slightly, an unfamiliar feeling of unease washing over him.

You have a big mouth, halfbreed,” shouts Gurrash as he too hurls a javelin at Pik. “I look forward to silencing it!

Javelin: 1d20 + 5 ⇒ (9) + 5 = 14;Damage: 1d6 + 3 ⇒ (2) + 3 = 5

The javelin strikes the wall as Kaelen and Alara take the opportunity to lean out and fire down at the illuminated orcs attacking the gate.

Kaelen: 1d20 + 2 ⇒ (16) + 2 = 18;Damage: 1d8 ⇒ 5
Advantage: 1d20 + 2 ⇒ (8) + 2 = 10
Alara: 1d20 + 2 ⇒ (10) + 2 = 12;Damage: 1d8 ⇒ 8
Advantage: 1d20 + 2 ⇒ (14) + 2 = 16

Both the town guards hit and another orc falls.

Back at the gate, Norgra forges across the river to join the warriors, directing his spiritual weapon to once more attack Kraz.

Spiritual Weapon: 1d20 + 3 ⇒ (13) + 3 = 16;Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Advantage: 1d20 + 3 ⇒ (16) + 3 = 19

Focussed on the enemy before him, Kraz fails to see the glowing blade in time and suffers a wound. 6 points of damage.

Finally, the two town guards at the breach continue shooting.

Sydiri: 1d20 + 2 ⇒ (17) + 2 = 19;Damage: 1d8 ⇒ 5
Torem: 1d20 + 2 ⇒ (16) + 2 = 18;Damage: 1d8 ⇒ 3

The orcs are once more struck although neither goes down. Norgra has suffered a minor wound but the other three are in very bad shape.


Round Three:

Turn order:
Silvio, Kraz
Xolkin, Seven Snakes
Rath, Coronei, Dorin
Orcs
Pik
Gurrash, Norgra, Town Guards

Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Twenty feet Across the river: Gurrash, five orcs
At the gate: Three uninjured orcs and another two orcs afflicted by faerie fire (damage tally: 11, 10)
Gate has suffered 51 hit points damage and looks like it wouldn’t take too many rounds like that one before it is breached.

Those at the bridge:
Silvio, Rath, Dorin, Kraz, three soldiers, Sydiri and Torem.
Norgra (damage tally: 3) , three orcs (damage tally: 20, 10, 16)
A spiritual greatsword hovering amongst your ranks.
The four orcs are in melee with Dorin, Silvio and Kraz

Silvio and Kraz can act.


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)

Spittle flying Kraz roars and swings at the wounded orc.. Reckless Attack..

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Adv: 1d20 + 6 ⇒ (11) + 6 = 17

Dam: 1d12 + 6 ⇒ (6) + 6 = 12


Kraz makes short work of the next orc to stand before him, reducing their numbers rapidly.

Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Twenty feet Across the river: Gurrash, five orcs
At the gate: Three uninjured orcs and another two orcs afflicted by faerie fire (damage tally: 11, 10)
Gate has suffered 51 hit points damage and looks like it wouldn’t take too many rounds like that one before it is breached.

Those at the bridge:
Silvio, Rath, Dorin, Kraz, three soldiers, Sydiri and Torem.
Norgra (damage tally: 3) , two orcs (damage tally: 20, 16)
A spiritual greatsword hovering amongst your ranks.
The priest and two remaining orc warriors are in melee with Dorin, Silvio and Kraz

Silvio is 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

Coronei will use shield as an immediate action. +5 AC

As the elf reaches for another arrow he sees the javelin coming. Just in time he manages to call up his innate energies and a series of grey lines appear before him shaped like a large octagon.

He ducks as a reflex straight after.


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

Round 4, Favored Enemy

After seeing Kraz make quick work of the wounded orc, Dorin brings his warhammer down upon the head of the nearest of the two remaining orcs in melee.

Nice, Kraz!

WH Att: 1d20 + 6 ⇒ (12) + 6 = 18
WH Crit Dam: 1d10 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14


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

ac 14 (15 when dual wielding), strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 17/17
effects:

Silvio expertly parries the incoming attacks. When he sees an opening he thrusts his rapier into one of the orcs then dances away to engage the cleric. "Are you the only wave or will this eventually get harder?", the dashing chelaxian asks while he prances around.

Attack roll on the orc standing in front of Kraz: 1d20 + 5 ⇒ (16) + 5 = 21
Damage roll: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8 (+1d6 sneak attack) piercing damage
Bonus action to use Disengage
Move action to move back behind Kraz and then up to the cleric (one square between me and Kraz so I’m only engaging the cleric, not the second orc as well)


Silvio skewers one of the attackers and then slips nimbly from the battle, skirting around the edge of the fight to join Kraz in engaging Norgra. The three snakes release their volley of bolts, trying to bring the priest down, although they are hampered by the need to avoid Silvio and Kraz. Norgra has cover from those using missile weapons.

Soldier: 1d20 + 3 ⇒ (7) + 3 = 10;Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Soldier: 1d20 + 3 ⇒ (11) + 3 = 14;Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Soldier: 1d20 + 3 ⇒ (17) + 3 = 20;Damage: 1d8 + 1 ⇒ (1) + 1 = 2

One of them manages a minor wound, but the other two struggle to get a clear shot.

Standing beside Kraz in the breach, Dorin puts down the final warrior, leaving the priest to stand alone.

At the drawbridge, things are not going so well as the orcs continue to besiege the gate. Xolkin tries to finish off an orc surrounded by Pik’s faerie fire and the two members of his band with him continue to focus their attacks on the other.

Xolkin: 1d20 + 5 ⇒ (17) + 5 = 22;Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Advantage: 1d20 + 5 ⇒ (17) + 5 = 22
Soldier: 1d20 + 3 ⇒ (14) + 3 = 17;Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Advantage: 1d20 + 3 ⇒ (2) + 3 = 5
Soldier: 1d20 + 3 ⇒ (3) + 3 = 6;Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Advantage: 1d20 + 3 ⇒ (13) + 3 = 16

The two soldiers finish one off and Xolkin severely wounds the other.

Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Twenty feet Across the river: Gurrash, five orcs
At the gate: Three uninjured orcs and one orc still affected by faerie fire (damage tally: 17)
Gate has suffered 51 hit points damage and looks like it wouldn’t take too many rounds like that one before it is breached.

Those at the bridge:
Silvio, Rath, Dorin, Kraz, three soldiers, Sydiri and Torem.
Norgra (damage tally: 5)
A spiritual greatsword hovering amongst your ranks.
The priest is in melee with Silvio and Kraz, Dorin is nearby. Due to the combatants, he has cover from missile fire.

Rath and Coronei are up.


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 yells out for the soldiers and the seven snakes with them to relocate to provide support for the main entrance..

"Move to provide support! We have this over here handled.."


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 does not have enough confidence in his skill with his newfound weapon to shoot into the scrum, so he drops the crossbow and bolts, and pulling his club into his hands (Bonus action to cast Shillelagh) joins the melee.

Caaaaa Caaaa! Rath's battle cry comes forth like a giant crow.

1d20 + 5 ⇒ (12) + 5 = 17 Club (Counts as magical)

1d8 + 5 ⇒ (2) + 5 = 7 Be-spelled club


Rath joins the fight against Norgra and his enchanted cudgel lands a blow. Although suffering some wounds, the priest of Gorum shows no sign of giving up.

Concentration: 1d20 + 3 ⇒ (8) + 3 = 11

His spiritual weapon remains menacing you as Kraz, Silvio and Rath press in on all sides.


Coronei smoothly notches another arrow and lets it fly towards the Orc Chieftain.

Arrow: 1d20 + 6 ⇒ (12) + 6 = 18;Damage: 1d8 + 4 ⇒ (4) + 4 = 8

The shot strikes true and the Chief shouts for the remainder of his troops to join the others over the river.

"Bring down the gate! I want them all dead in an hour!"


With a massed cry, the remaining orcs surge across the river to join their comrades attacking the town gate.

Attack on the gate: 1d20 + 5 ⇒ (7) + 5 = 12;Damage: 1d12 + 3 ⇒ (1) + 3 = 4
Attack on the gate: 1d20 + 5 ⇒ (6) + 5 = 11;Damage: 1d12 + 3 ⇒ (3) + 3 = 6
Attack on the gate: 1d20 + 5 ⇒ (19) + 5 = 24;Damage: 1d12 + 3 ⇒ (3) + 3 = 6
Attack on the gate: 1d20 + 5 ⇒ (2) + 5 = 7;Damage: 1d12 + 3 ⇒ (6) + 3 = 9
Attack on the gate: 1d20 + 5 ⇒ (4) + 5 = 9;Damage: 1d12 + 3 ⇒ (7) + 3 = 10
Attack on the gate: 1d20 + 5 ⇒ (10) + 5 = 15;Damage: 1d12 + 3 ⇒ (11) + 3 = 14
Attack on the gate: 1d20 + 5 ⇒ (3) + 5 = 8;Damage: 1d12 + 3 ⇒ (7) + 3 = 10
Attack on the gate: 1d20 + 5 ⇒ (8) + 5 = 13;Damage: 1d12 + 3 ⇒ (1) + 3 = 4
Attack on the gate: 1d20 + 5 ⇒ (19) + 5 = 24;Damage: 1d12 + 3 ⇒ (7) + 3 = 10

Unable to withstand the onslaught, the gate gives way with a loud splintering crash as the orcs begin to rush inside the village. The towers the defenders are on are not very sturdy - it wouldn't take much for them to be brought down.

Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Twenty feet Across the river: Gurrash (damage tally: 8)
At the gate: Five uninjured orcs
Inside the town: three uninjured orcs and one orc still affected by faerie fire (damage tally: 17)

Those at the bridge:
Silvio, Rath, Dorin, Kraz, three soldiers, Sydiri and Torem.
Norgra (damage tally: 5)
A spiritual greatsword hovering amongst your ranks.
The priest is in melee with Silvio and Kraz, Dorin is nearby. Due to the combatants, he has cover from missile fire.

Pik is 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

An hour! I raise you ten minutes! Pik scoffs mockingly, Pshaw, an hour! Shaking his head, he aims a wry smile down at the orcs. Xolkin, we need to get down there and keep them all from rushing through the gate!

Is it possible to get down and around those already inside in order to cast a spell? Specifically, I'd like to circle around in front of those inside and cast thuderwave to push them back. If not, I'll reassess.


No - the ones who didn't have to cross the river had a full move after they destroyed the gate, so they're well inside now. The map is indicative - you're pretty much overrun... :o


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

Don't forget Rath... and I believe he did some more damage last round with his club.


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

Round 4, Favored Enemy, Hunters Mark

Dorin marks Norgra and moves in to attack.

WH Att: 1d20 + 6 ⇒ (6) + 6 = 12
WH Dam: 1d10 + 4 + 2 + 2 + 1d6 ⇒ (6) + 4 + 2 + 2 + (6) = 20


Rath Irreson wrote:
Don't forget Rath... and I believe he did some more damage last round with his club.

Yep - cut and paste error. Norgra has taken 12 hp. Thanks for catching that.

Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Twenty feet Across the river: Gurrash (damage tally: 8)
At the gate: Five uninjured orcs
Inside the town: three uninjured orcs and one orc still affected by faerie fire (damage tally: 17)

Those at the bridge:
Silvio, Rath, Dorin, Kraz, three soldiers, Sydiri and Torem.
Norgra (damage tally: 12)
A spiritual greatsword hovering amongst your ranks.
The priest is in melee with Silvio, Rath and Kraz, Dorin is nearby. Due to the combatants, he has cover from missile fire.

Pik is up, then Norgra and the town guards to end round three.


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

We're going to need some help here! Pik yells down from the tower while making a symbol with his hand and pulling more, what appears to be lint or maybe fleece, from his pocket.

Attempting to make sounds of drums and soldiers coming from behind the build to the north and east. Hopefully, we can split them up a bit while they overrun us! If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against a spell save DC of 14.


At the bridge, Sydiri and Torem heed Kraz’s instructions and sprint towards the town gate. Surrounded by the party, Norgra shows no fear, his spiritual weapon continuing to assault Kraz as he also engages Rath.

Spiritual Weapon: 1d20 + 3 ⇒ (3) + 3 = 6;Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Advantage: 1d20 + 3 ⇒ (2) + 3 = 5

Greatsword v Rath: 1d20 + 5 ⇒ (12) + 5 = 17;Damage: 2d6 + 1d8 + 3 ⇒ (3, 2) + (7) + 3 = 15

Despite Kraz's fury, he easily evades the ethereal weapon. Rath is also able to deflect the fierce attack, turning the priest's greatsword away with his cudgel.

Meanwhile at the ruined gate to the town, Gurrash fords the river and heads inside, ordering his troops to split up. “You four. Take care of whoever is coming,” he instructs indicating the direction Pik’s illusion emanates from. “You five, with me. Let’s bring down these towers!” With that, he begins work on the supporting beams of the tower holding Coronei, Pik, Alara and Kaelen.

Greataxe: 1d20 + 6 ⇒ (1) + 6 = 7;Damage: 1d12 + 1d8 + 4 ⇒ (5) + (2) + 4 = 11

Although splinters fly, he makes no real impact on the structure and the tower holds, for now.

The two townsfolk direct their crossbow fire towards the leader as he threatens to bring you all crashing to the ground.

Alara: 1d20 + 2 ⇒ (8) + 2 = 10;Damage: 1d8 ⇒ 4
Kaelen: 1d20 + 2 ⇒ (20) + 2 = 22;Damage: 2d8 ⇒ (1, 2) = 3

Kaelen's shot strikes true and the chieftain suffers another wound!


Round Four:

Turn order:
Silvio, Kraz
Xolkin, Seven Snakes
Rath, Coronei, Dorin
Orcs
Pik
Gurrash, Norgra, Town Guards

Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Attacking one tower: Gurrash (damage tally: 11)
At the gate: Five uninjured orcs
Inside the town: three uninjured orcs and one orc still affected by faerie fire (damage tally: 17)

About one hundred and fifty feet from the gate:
Sydiri and Torem, dashing to provide support

Those at the bridge:
Silvio, Rath, Dorin, Kraz, three soldiers.
Norgra (damage tally: 12)
A spiritual greatsword hovering amongst your ranks.
The priest is in melee with Silvio, Rath and Kraz, Dorin is nearby.

Silvio and Kraz are up.

Dorin I'll keep that action for round four unless Norgra goes down or something.


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 17/17
effects:

”This are starting to seem dire, wouldn’t you agree? It is never to late to give up”, Silvio tells the orc priest, ignoring any noise coming from the main gate, while continuing to stab and jab with his twin weapons.

Attack roll on Norgra: 1d20 + 5 ⇒ (18) + 5 = 23
Damage roll: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14 (+1d6 sneak attack) piercing damage
Off hand attack roll as a bonus action: 1d20 + 5 ⇒ (6) + 5 = 11
Damage roll: 1d6 ⇒ 6 piercing damage
Move action to move around the priest, if possible


Distracted by his multiple opponents, Norgra's defences slip and Silvio takes his opportunity, skewering the cleric as he circles around behind him.

Concentration: 1d20 + 3 ⇒ (6) + 3 = 9

Wincing in pain, the Orc priest grunts as his spiritual weapon is dispelled.

Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Attacking one tower: Gurrash (damage tally: 11)
At the gate: Five uninjured orcs
Inside the town: three uninjured orcs and one orc still affected by faerie fire (damage tally: 17)

About one hundred and fifty feet from the gate:
Sydiri and Torem, dashing to provide support

Those at the bridge:
Silvio, Rath, Dorin, Kraz, three soldiers.
Norgra (damage tally: 26)
The priest is in melee with Rath, Kraz and Silvio, who has circled around behind him. Dorin is nearby.

Kraz up.


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

I am actually engaged with Norgra, but I assume that my last attack missed?


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)

"Time to meet thy maker! RAWR!!" Reckless Attack again..

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
ADV: 1d20 + 6 ⇒ (12) + 6 = 18

Dam: 1d12 + 6 ⇒ (5) + 6 = 11

Rage 5/10


Dorin Stonehammer wrote:
I am actually engaged with Norgra, but I assume that my last attack missed?

I've sent you a PM, but yes.


Although able to avoid Dorin’s attack, Norgra is staggered by Kraz’s blow, the experienced priest obviously showing signs of his injury. Nonetheless, he continues fighting. Norgra damage tally: 37

The three surviving members of the Seven Snakes gang see that you have things well in hand, so join the town guards in rushing over to assist at the gate.

As the defenders risk being overrun, Xolkin calls over to Pik.

You’re right! Better get off these towers. I hate fighting orcs in close, but we can’t just sit and wait. Come on lads! You’re not paid for site seeing!” The leader of the Seven Snakes and his two companions, scurry down the ladder, leaping free and engaging the orcs at the gate, giving Gurrash as wide a berth as they can.

Xolkin: 1d20 + 5 ⇒ (17) + 5 = 22;Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Soldier: 1d20 + 3 ⇒ (1) + 3 = 4;Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Soldier: 1d20 + 3 ⇒ (6) + 3 = 9;Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Clearly a superior fighter to his followers, Xolkin lands a blow whereas the other two are ineffective.


Those at the gate:
On one undamaged tower: Coronei, Pik, Alara and Kaelen
Attacking that tower: Gurrash (damage tally: 11)

At the gate: Xolkin, two soldiers
At the gate: Five orcs (damage tally: 5)

Inside the town: three uninjured orcs and one orc still affected by faerie fire (damage tally: 17)
They've just been ordered to go and deal with Pik's illusory reinforcements.

About one hundred and fifty feet from the gate:
Three soldiers, Sydiri and Torem, dashing to provide support

Those at the bridge:
Silvio, Rath, Dorin, Kraz Surround Norgra (damage tally: 37)


Rath, Coronei and Dorin can all act.


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

Round 4, Favored Enemy, Hunters Mark

Dorin marks Norgra and moves in to attack.

WH Att: 1d20 + 6 ⇒ (15) + 6 = 21
WH Dam: 1d10 + 4 + 2 + 2 + 1d6 ⇒ (10) + 4 + 2 + 2 + (1) = 19


With a final devastating blow, Dorin brings Norgra down. The enemies at the breach are defeated. It's two hundred and twenty feet from here to the gate, where you can hear battle raging.

Dorin you can still move as well, if you wish.

Rath and Coronei are 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 the last enemy go down Rath dashes towards the other battle. "Come on... this way!


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

Dorin moves 25' in the direction of the gate.


Dorin and Rath head towards the main gate as the bridge falls quiet.

Coronei is next to act, then the orcs.


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 sees the turniing tide and calls up again his magical powers enacting mage armor to surround his body and cloak his skin in motes of blue and gold before they fade inwards.

Then he calls on his bladesong ability and prepares to leap to safety.

Not sure how much of that, Coronei can do. I'm sorry for the slow posting been stuck at work lately.


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

Its a bonus action to call on bladesong. Coronei does this then either jumps across to the building (if he can reach it) or readies a jump when and if the tower starts to topple.

Bladesong (Acrobatics): 1d20 + 4 ⇒ (6) + 4 = 10
Bladesong (Acrobatics) with advantage: 1d20 + 4 ⇒ (17) + 4 = 21

Coronei is currently AC20 due to an Int bonus (bladesong), Dex. and mage armor


Coronei prepares himself with magic as the battle swirls below. There isn't really anywhere to leap to. The only real exit is down a ladder to the battle below. The orcs follow Gurrash's orders. The four orcs who broke through last round charge off behind the church, chasing the illusory sound of reinforcements Pik summoned last round.

Outside the gate, four orcs engage Xolkin and his companions whilst the fifth joins Gurrash in cutting at the support beams of the tower Coronei, Pik, Alara and Kaelen are perched on top of.

Orc v Soldier: 1d20 + 5 ⇒ (13) + 5 = 18;Damage: 1d12 + 3 ⇒ (3) + 3 = 6
Orc v Soldier: 1d20 + 5 ⇒ (4) + 5 = 9;Damage: 1d12 + 3 ⇒ (9) + 3 = 12
Orc v Soldier: 1d20 + 5 ⇒ (4) + 5 = 9;Damage: 1d12 + 3 ⇒ (11) + 3 = 14
Orc v Xolkin: 1d20 + 5 ⇒ (1) + 5 = 6;Damage: 1d12 + 3 ⇒ (12) + 3 = 15

Orc v Tower: 1d20 + 5 ⇒ (11) + 5 = 16;Damage: 1d12 + 3 ⇒ (2) + 3 = 5

The seven snakes hold off the opening assault, one of the soldiers taking a slight wound. The tower also suffers some damage as Xolkin shouts up to Coronei and Pik.

"We're going to need some help down here!"


Current State of Play - midway through round four

Those at the gate:
On one damaged tower (damage tally: 5) - Coronei, Pik, Alara and Kaelen
Attacking that tower: Gurrash (damage tally: 11), one uninjured orc

At the gate: Xolkin, two soldiers (damage tally: 6)
At the gate: four orcs (damage tally: 5)

Inside the town: three uninjured orcs and one orc still affected by faerie fire (damage tally: 17) have headed behind the church in search of non-existent villagers.

About one hundred and fifty feet from the battle:
Three soldiers, Rath, Sydiri and Torem

About one hundred and eighty feet from the battle:
Dorin

Those at the bridge:
Silvio and Kraz

Pik is the last to act.


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)

Just to get my next round out of the way..

Kraz grabs up the priests greatsword before dashing off towards the other battle.. He stows his greataxe along the way and prepares to spill blood with the cleric's blade..

Taking the dash action towards the other fight.. Move 60'.

Rage 4/10


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

Silvio follows the others to the main gate.

Depending on how far I can go
Taking the dash action plus another dash as a bonus/cunning action (if it's possible to make two dash actions during a single round) for a total of 90'. Although if that brings me just within sight of the orcs with no actions left, I would rather just take a move 30' and then the bonus/cunning action to dash and then use my action to evade.

Last post until friday. DMPC Silvio as needed (using the assist action to help someone that needs advantage if we outnumber the enemies engaged with him, otherwise use the evade action).


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

Round 5, Dash, Move Hunter's Mark

Dorin dashes again towards the orcs in the city that are heading behind the church, and he marks the nearest one.

I'll be cuttin' those ones off!

Dash of 50'


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

Righty ho - Monty. I thought there was a building fifteen feet behind us.


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 over the side of the tower, Why, it appears that you do! With a whispered arcane word Pik casts a spell. These orcs need a bit more color. What do you think, blue? No, green! He snaps his fingers as his idea comes to him. Now, that's much better!

Pik casts another faerie fire spell. The first spell will drop on the one injured orc that went off with the other group. Again, he's trying to hit as many as possible. I'm a little confused from the map as the description of things it seems like he should be able to get all the ones remaining near the gate. (The four under the gate and the leader and other one attacking a tower) But the map makes it seem like we've split these two groups in half?

Dexterity Spell Save DC 14


The map is indicative (the gate is shown to the south, rather than the north for example - there's some buildings in different spots and it's a ten foot square scale rather than five feet...)

So Pik - yes, you can catch all the orcs I've split them more conceptually, rather than strictly by position, since the scale is a little screwy. The building you see, Coronei is thirty feet, rather than fifteen feet from the towers.

I'll put up a proper grid-based one for future combats since that seems to be the preference, but decided to just go with this for now rather than stop and learn how to post maps...


Dexterity Saves:
Gurrash: 1d20 + 1 ⇒ (11) + 1 = 12
Orc: 1d20 + 1 ⇒ (15) + 1 = 16
Orc: 1d20 + 1 ⇒ (2) + 1 = 3
Orc: 1d20 + 1 ⇒ (14) + 1 = 15
Orc: 1d20 + 1 ⇒ (15) + 1 = 16
Orc: 1d20 + 1 ⇒ (5) + 1 = 6

Gurrash and the orc attacking the tower begin glowing as Pik’s enchantment takes hold. One of the orcs outside the gate is also affected by the eerie effect, although the other three shrug it off.

Gurrash steps back from the tower and frees a javelin, hurling it up at Pik. “I’ve had enough of your tricks, halfbreed!

Javelin: 1d20 + 6 ⇒ (4) + 6 = 10;Damage: 1d6 + 4 + 1d8 ⇒ (1) + 4 + (3) = 8

The orc chieftain's javelin goes wide as Alara and Kaelen return fire.

Crossbow: 1d20 + 2 ⇒ (19) + 2 = 21;Damage: 1d8 ⇒ 5
Advantage: 1d20 + 2 ⇒ (9) + 2 = 11
Crossbow: 1d20 + 2 ⇒ (1) + 2 = 3;Damage: 1d8 ⇒ 2
Advantage: 1d20 + 2 ⇒ (2) + 2 = 4

Alara once more scores a hit and Gurrash suffers another minor wound.

Sydiri and Torem close another thirty feet before firing at the two orcs at the base of the tower.

Sydiri v Gurrash: 1d20 + 2 ⇒ (15) + 2 = 17;Damage: 1d8 ⇒ 1
Torem v Orc: 1d20 + 2 ⇒ (14) + 2 = 16;Damage: 1d8 ⇒ 7

Although at long range, Pik’s spell outlines their targets clearly and each of them scores a hit!


Round five begins - Silvio, Kraz and Dorin have already posted actions...
Kraz pauses to collect the priest’s greatsword a wicked looking weapon with barbed handguard made of a strange, black metal. He then charges towards the battle at the gate. Silvio also hurries in the direction of the orcs, vaulting over farmyard fences as he outpaces the group easily and catches up to Sydiri and Torem.

The three seven snakes who were posted at the bridge also join the town guards and release a volley of crossbow bolts of their own, taking advantage of the faerie fire as they aim to bring down Gurrash from afar.

Crossbow: 1d20 + 3 ⇒ (17) + 3 = 20;Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Crossbow: 1d20 + 3 ⇒ (20) + 3 = 23;Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Crossbow: 1d20 + 3 ⇒ (8) + 3 = 11;Damage: 1d8 + 1 ⇒ (8) + 1 = 9

The orc chief roars with pain and fury as he turns to see your reinforcements. “Over there you fools!” he screams at the orcs who followed Pik’s false lead. “Bring them down!

Meanwhile, Xolkin fights the wounded orc outside the gate, whilst his companions team up against the glowing enemy.

Xolkin: 1d20 + 5 ⇒ (16) + 5 = 21;Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Soldier: 1d20 + 3 ⇒ (8) + 3 = 11;Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Advantage: 1d20 + 3 ⇒ (15) + 3 = 18
Soldier: 1d20 + 3 ⇒ (19) + 3 = 22;Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Advantage: 1d20 + 3 ⇒ (1) + 3 = 4

The leader of the seven snakes scores a hit and thanks to Pik's enchantment the other two soldiers bring one down.

Hurrying in the direction of the battle, Dorin is slightly behind the main group of reinforcements.


Midway through Round Five:
Turn order:
Silvio, Kraz
Xolkin, Seven Snakes
Rath, Coronei, Dorin
Orcs
Pik
Gurrash, Town Guards

Dorin has just acted. Rath and Coronei are next

Those at the gate:
On one damaged tower (damage tally: 5) - Coronei, Pik, Alara and Kaelen
Attacking that tower: Gurrash (damage tally: 35), one orc (damage tally: 7) both afflicted with faerie fire

At the gate: Xolkin, two soldiers (damage tally: 6)
At the gate: three orcs (damage tally: 9)

Sixty feet from the battle, One hundred feet from the reinforcements
Behind the church. three uninjured orcs and one seriously wounded orc (damage tally: 17)

About one hundred and twenty feet from the battle:
Sydiri, Torem, Three soldiers, Silvio

About one hundred and thirty feet from the battle:
Dorin

About one hundred and fifty feet from the battle:
Rath, Kraz

Coronei and Rath are up, then the orcs.


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 forward, and sites an orc with his crossbow.

I moved him on the map. Probably need to load the crossbow and shoot next round. I think I can see him. If he's dead before next rounds shot, Rath will keep running forward looking for more targets.

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