D&D 5E Storm King's Thunder

xynthoros

First Post
"There were footprints headed towards the hills just outside of the city, perhaps the villagers were taken prisoner or perhaps they even fled to the hills? There aren't any signs of them here, just a lot of carnage and the goblins we have fought so far. Though, we have not checked the keep, if they are still in the village, I would suspect they would be in the most fortified location, and that would be the keep. We may also find the lady within as well."
 

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TallIan

Explorer
Fistan
Wizard 1


"Lets hope they fled or are safely in the keep." Fistan said.

"I can place a ward on the gates to alert me if anyone tries to come in that way, but it'll take a few minutes. Perhaps you can search the village for any more goblins or hiding villagers, then we can go to the keep."

Fistan heads just outside gate and places his staff upright to one side and begins to chant in a language no one can comprehend. The staff stays in this improbable position as he draws a line with his finger across the gate leaving a ghostly line in mid air, when he reaches the other side of the gate he clenches and releases his fist revealing a ghostly silver bell. He grasps the bell and touches it to his head continuing his chant as the wire and bell fade into nothingness.

Retrieving his staff he goes to find the others.

OOC: Fistan will place the alarm spell about 5ft outside the gate to trigger if anyone walks up to it. It'll silently alert him.


[SBLOCK=Mini Stats]
Passive Perception: 12
AC: 12 (15 with mage armour, 17/20 with shield)
Initiative: +2
HP: 8/8 (HD: 1/1d6)

Conditions: Mage armour
Alarm cast outside the village gate

Offense
Spell attack: +5 to hit Spell DC: 15
Firebolt: +5 to hit 120ft 1d10F
Quarterstaff: +1 1d6-1B

Luck: 3/3

Spells
CANTRIPS (3): FireBolt, Light, Minor Illusion
LEVEL 1: (1/2): *Mage Armour, *Shield, *Sleep, *Fog Cloud (C), Unseen Servant (R), Alarm (R)
[/SBLOCK]
 

Kobold Stew

Last Guy in the Airlock
Supporter
Tranio watches the preparations made by others, and is content. He wanders the village, poking his head in unexamined buildings to see if there are survivors (or enemies), but will not be thorough, and is ready to proceed to the keep when the others are.
 


Fistan: You successfully complete the spell and head back inside the village.

Tranio: With help, the drawbridge raises easily enough. it takes less than 30 seconds in total. Peeking in nearby doors and windows, you don't see any other goblins. You'd need a more thorough search to be certain.

Bethany: You see a 70-foot-long, 10-foot-wide sloped bridge that connects the village bailey to the keep motte. However, a falling rock struck the bridge and destroyed a 10 - 12 foot section in the middle. Getting across will takes some athletics or creativity.

Even from here, you can tell that the Keep was not completely safe from the siege. Two of the rook style corner towers have taken heavy damage and collapsed.

side.PNG
 


Kobold Stew

Last Guy in the Airlock
Supporter
(should have asked: did any of the goblins have a shortsword? If so, Tranio will take one.)

Having closed the drawbridge, Tranio advances to where a section of the bridge the the keep has collapsed. He watches Bethany's attempt, but winces when she mis-steps and falls short. "Are you alright?" he asks, calling down.

He undoes the backpack that he carries, and unravels the hempen rope, letting down a line after he secures it with a knot. "Can you climb up? On that side, or perhaps on this one?"

His voice is upbeat; he doesn't want her to feel embarrassed.
 

KahlessNestor

Adventurer
2ch2b76.jpg


Nightstone
Evening
Round 0

Dren followed the others to the bridge. He eyed the smashed opening. Tying a rope around his waist, he handed the other end to someone else and then took a running start and jumped over the gap.

OOC: You can jump your Strength in distance with a 10’ running start, no check required.


[sblock=Actions]
Move:
Action:
Bonus Action:
Reaction:

Conditions:
[/sblock]

[sblock=Stats]
AC: 14
HP: 7/11 HD: 1/1d8
Ki: 0/0
[/sblock]
 


OOC: I'm pasting what the adventure states below:

A creature jumping from the lower part of the bridge to the higher part must succeed on a DC 10 Strength (Athletics) check to land on its feet. On a failed
check, the creature falls prone at the broken edge of the bridge and takes 2 (ld4) bludgeoning damage from the fall.

A creature jumping from the higher part of the bridge to the lower part must succeed on a DC 10 Dexterity (Acrobatics) check to land on its feet. On a failed
check, the creature tumbles to the bottom of the bridge, landing prone and taking 5 (2d4) bludgeoning damage from the fall.
 

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