D&D 5E Storm King's Thunder


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Snikbat offers to send a third of army to escort the villagers, never mentioning that it is a whopping two goblins total. He also notes that six of the prisoners were Nightstone guards and suggest rearming them from the stash of weapons Boss Hark was hoarding.

It takes some searching, but eventually the party finds where the former chieftain was hiding Ordrar's fancy shield.

If needed, Snikbat takes the party through each room of the cavern to prove there are no more villagers. The one tunnel he will not go down is the bone covered path that Tranio fought in. "This path haunted," the leader says fearfully. "Goo demon lives here. Appear. Vanish. Magic."

Spuds has brought the wagon down to the mouth of the cavern and is feeding the famished villagers his namesake. For once he doesn't complain about lost profit. As luck would have it, a slow drizzle falls and mist begins to obscure the forest.

OOC: Let me know any tactics (marching order, pace,ect) you'd like to use for the villagers escort.
 

FitzTheRuke

Legend
OOC: Do we have time to get them back to the village before dark?


Aremus will volunteer to scout 60 feet ahead of the main group.

"Be wary of these ear-taking orcs. They might be bold enough to come out in this weather." he says out of earshot of any non-combatant villager.
 

Neurotic

I plan on living forever. Or die trying.
Orklar smiles happily when he equips the shield. "Destiny awaits and waiting is over." He declares cryptically.

"Should we de-haunt it? Wonders underground never cease, but filth, demons and undead should not be part of them."



To the goblin Chief:
"Don't fall in with the orcs, if I have to return because you make trouble, no one gets scared. No one!"
Stating of fact, without obvious malice.

Later, as they prepare to go.

"I will take the point. People of Nightstone, we're going home. The forest is dangerous in this Fog, do not, under any circumstances stray from the group."
He stands at the cave entrance ready for departure, waiting for the group to sort out its order in this situation.
 

industrygothica

Adventurer
Carolina has always been more of a second-story halfling rather than a forward scout, but she figures that, given the current company, scouting probably falls somewhere in her wheelhouse. She looks at the paladin and nods. "I'll keep you company."

OOC: Passive perception of 13 if that helps speed things along. Investigation +4 and Stealth +7. Feel free to roll any skill checks for me if you need to in order to keep things moving.
 
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KahlessNestor

Adventurer
2ch2b76.jpg


Forest near Nightstone/Caves
Morning
Round 0

As they set out back to town, Dren hopped up on the wagon where he could have a good view over the heads of the taller humans. He munched on a potato as he kept an eye peeled at the forest around them. If orcs were about, they had a lot of people in their charge. He kept his goblin shortbow near at hand.

“If we are attacked, let the town guards flee with the villagers to defend them while we perform a rear holding action,” Dren told the others.

OOC: Passive Perception 12


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

Conditions:
[/sblock]

[sblock=Stats]
AC: 14
HP: 25/25 HD: 3/3d8
Ki: 3/3
Darts 10
Arrows: 20
[/sblock]

[sblock=Party Treasure]
Chain mail (dwarf-sized)
Dwarven helm
75 gp
32 sp
37 cp
2 bright gemstones (50 gp ea.)
Potion of Heroism
3 blocks of incense
Silver holy symbol shaped like a unicorn’s head
3 empty vials
Golden pendant of a devil’s head
Healer’s kit
Potion of Healing
[/sblock]
 

Kobold Stew

Last Guy in the Airlock
Supporter
Tranio had been engaged as a scout for the party, but now two of his companions were taking that position. A third was riding. Tranio is confused, but these are not his goats. They can go where they want. He stays close to the villagers, and works to keep them closely packed as they travel, so no one goes stray.
 

TallIan

Explorer
Fistan, Wizard 3

Fistan takes a seat on the wagon as well. "I think that is a good idea, Dren. I have some magic that could help them, but I'm growing weary and it won't be hugely different than this fog anyway."

[SBLOCK=Mini Stats]
Passive Perception: 12
AC: 12 (15 with mage armour, 17/20 with shield)
Initiative: +2
HP: 20/20 (HD: 3/3d6)
Arcane Ward: 2/9 THP

Offense
Spell attack: +5 to hit Spell DC: 15
Quarterstaff: +1 1d6-1B

Luck: 2/3

Spells
CANTRIPS (3): FireBolt, Light, Minor Illusion
LEVEL 1: (1/4): *Mage Armour, *Shield, *Sleep, *Fog Cloud (C) Thunderwave, Unseen Servant (R), Alarm (R), Find Familiar (R)
LEVEL 2: (1/2) *Flaming Sphere (C), *Misty Step[/SBLOCK]
 


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