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D&D 5E Storm King's Thunder

Kobold Stew

Last Guy in the Airlock
Supporter
Dren points to the goblins on patrol, and Tranio agrees to stay and cover them. Assuming they've not seen him begin his approach, he says a small prayer and finds cover, within 120' of the cave entrance, hunkers down, and watches for a signal.

OOC: Also has darkvision. Looking for 3/4 cover if possible. Stealth: [roll0] plus [roll1] = 11 total. (Passive perception 15). If appropriate, he will ready an action, to fire at Chill Touch at two goblins (assuming they're within 5' of each other) if a fight breaks out.
 

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KahlessNestor

Adventurer
2ch2b76.jpg


Forest near Nightstone/Caves
Morning
Round 0

Dren pulled back from the cave entrance to report to the others. Two goblins patrolling on ledges above, an ogre in the back of the cave entrance. Aremus went around to try and find an alternate entrance.

“The ogre will ‘it ‘ard, but we dunnae want them gobbies up above t’ ‘ave free rein t’ shoot arrows at us unmolested.

OOC: How high are the ledges? Can we climb up to them?


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

Conditions:
[/sblock]

[sblock=Stats]
AC: 14
HP: 25/25 HD: 3/3d8
Ki: 3/3
[/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]
 

TallIan

Explorer
Fistan, Wizard 2

Fistan remains at the front of the cave and listens to what Dren has to say. "I can block the goblins line of sight to us if it comes to that. It'll force them to get closer if they want to do anything, but it'll mean that we can't see what they are up to. I could also render them unconscious if they get close enough, but you're right about that ogre, it's going to be a problem."

With that he hold his staff up defensively in front of him and says "Eam Amra". His outline shimmers slightly for a heartbeat.

[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: 7/7 THP

Conditions: Mage Armour

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

OOC: Ledges are ten feet high and would take an athletics check to climb. I'm attaching a map to this post. The party is at the bottom of the image. The goblins are patrolling 1A and the male ogre is at 1B. Each square equals 5 feet.


Aremus: You do an excellent job investigating the surrounding area. First, you locate many handholds that would make accessing the roof of the cave easy. You then explore the left side and locate a nearby stream. You follow the snaking water path until it enters the cave through a hole in the wall. The passage is dark and narrow, but the party would be able to use it.
cave map.JPG
 

FitzTheRuke

Legend
Wet boots is better than a hail of goblin arrows. Aremus concludes, then shudders to think, Or being crushed by an ogres' club. He returns to near the group and waves for them to join him.

OOC: Yes! A back door. Let's try this way.
 
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industrygothica

Adventurer
Carolina nods. "Let's be off to it then."




Code:
[B]AC:[/B] 14; [B]HP:[/B] [COLOR=#FF000]15[/COLOR]/15
[B]Initiative:[/B] +3
[B]Saves:[/B] DEX +5, INT +4
[B]Passive Perception:[/B] 13
[B]Languages:[/B] Common, Halfling, Thieves' cant
[B]Skills:[/B] Acrobatics +7, Deception +2, Investigation +4, Perception +3, Sleight of Hand +4, Stealth +7
[B]Stats:[/B] Str 8 (+1), Dex 17 (+3) , Con 12 (+1), Int 14 (+2), Wis 13 (+1), Cha 11 (+0)

-[B]Inspiration[/B]? [ ] Yes, [[COLOR=#FF0000]X[/COLOR]] No
 

Neurotic

I plan on living forever. Or die trying.
You have full HP now. The goblins took your weapons, but they did not find your pendant / orb. Your hands are bound behind, but there are many sharp bones and stalagmites to use. The cave floor is very muddy, so mold earth should be possible. You can't see any goblins at the moment, but you're prone and the ring of stalagmites block much of the view. You do notice some morning light pouring in from one direction. You're not very far from the entrance.

Ordrar looks around and finding a sharp enough edge moves to cut the ropes listening carefully for any sign of alarm or awakening of the sleeping beauty next to him. If he manages to free himself without alerting anyone he grabs something that may be used as a weapon, heavy bone club or mace, few sharp bits for stabbing and then he looks around. Almost as an afterthought, he draws the rune on the floor and loose earth slithers next to ogress shoulders in two heaps making a bridge over her body. Close, stifling even, but careful not to touch her. Movement of the hands should be seriously impaired for few moment because even her great strength will need some time to get under several hundred pounds of earth.

Thus prepared he looks for the way out. Ideally, with remaining prisoners/villagers. He observes the surrounding cave, trying to gauge the layout. Should he run out and get to outside world risking the forest. Or deeper into the caves where he risks dead end, but may find the place where ogres cannot get to.

OOC: I'll stop here since there is at least 5 minutes of actions in this. Mold Earth will last for an hour. If I can drop it at will, I will if/when she wakes. Otherwise it stays confining, but not burying her. Collapse should cover her arms and with luck would blind her, but arms / torso are a priority.
 

TallIan

Explorer
Fistan, Wizard 2

"Sounds like a good plan." Fistan says, following the other to the stream.

[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: 9/9 THP

Conditions: Mage Armour

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: (3/4): *Mage Armour, *Shield, *Sleep, *Fog Cloud (C) Thunderwave, Unseen Servant (R), Alarm (R), Find Familiar (R)
LEVEL 2: (2/2) Flaming Sphere* (C), Misty Step*
[/SBLOCK]
 
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Tunnel Team: You travel the narrow passageway for 40 feet. The water is ankle deep on a human. It eventually forms a small pool in an otherwise empty cave room. There are two entrances to this room. One is to the east and would likely head in the general direction of the ogres. The other path goes north into the unknown.

Ordar: You are hidden (1C) behind the rocks and have ample time to study the surroundings. The cave is much busier than you would have liked. Numerous goblin archers (1A) sit on ledges. You can discern that they're not the best trained soldiers and are often day dreaming. Another Ogre (1B) plays in a mud pool and has his back to you. The second ogre is directly in the way to the cave entrance. Directly to your left and right are narrow passages that they wouldn't be able to squeeze through. The left path is the shortest route to sneak or dash towards. There are no sign of the other villagers in this room.

map.JPG
 

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