D&D 5E Storm King's Thunder

Neurotic

I plan on living forever. Or die trying.
Ordrar looks over the side to see the effect of the Drens attack. Seeing both the ship and his friend targeted he makes a hard decision and waits to see the effect of Drens spell ("since when can he cast?!") he wonders, but leaves it for later. After all, he doesn't look like a caster and casts. If anything, the monk with his robes looks more like a wizard than Ordrar does.

He tries to target (such as is possible with such an imprecise spell) the bow itself rather than the body of the great engine.

OOC: he will too cast shatter either on the one targeting the ship or, if it is destroyed the one targeting Dren
Any creature (such as the operator) also takes damage (half on CON save DC 13)
Shatter: 3D8 = [1, 7, 5] = 13
@KahlessNestor, I think you're confusing your DnDs :) Shatter doesn't grant any save to objects, but does not do double damage.
 

log in or register to remove this ad

Aremus: Please roll perception!

Shatter Attacks: Both dwarves are successful with their magical attacks. The remaining two ballista operators ( rolls of 6 and 8) are launched from the crows nest. There are no remaining threats on the top level of the vessel, but there are plenty of angry sailors below.
 


KahlessNestor

Adventurer
Purple Rocks/Airship
Afternoon
Round 0

Dren cracked his knuckles, seeing the ballistas had been taken out of commission.

“Noo time f’r some sailors t’ gae f’r a swim,” he muttered. “Let’s get tha’ giant free!” he called across the ship to Ordrar before heading down deeper into the ship’s hold, heading for the nearest set of chains.

Dren Rockfist Character Sheet
Action (Extra Attack): Cast Shatter on opposite ballista
Bonus Action: Patient Defense
Move:
Reaction: Deflect Missiles, Opportunity Attack, or Slow Fall -- Slow Fall (reduces falling damage by 45)
Object Interaction:
Conditions:
Abilities to remember:
  • Fangs of Fire Snake (10’ reach)
  • Elemental Attunement (Minor effects)
  • Gong of the Summit (Shatter)
  • Deflect Missiles
  • Slow Fall (5xL=45)
  • Stunning Strike
  • Unarmed strikes count as magical
  • Evasion (Dex saves, half damage on fail; no damage on success)
  • Stillness of Mind (Action: remove one charmed or frightened condition)
  • Move along vertical surfaces or liquids during movement

AC: 17
HP: 75/75 HD: 9/9d8+2
Ki: 2/9/R


Tranio - half-elf death cleric
Fistan - human wizard
Dren - dwarf monk
Bethany - human fighter
Aremus - half-elf paladin
Ordrar - dwarf eldritch knight
 

Kobold Stew

Last Guy in the Airlock
Supporter
Tranio laughs as he sees Dren leap over the edge. "Good for you!" he shouts as his colleague drops from sight. So much for Bless, he things, and draws his sword.

Looking over the edge, he spies some crewmenbers and points his short sword at them, as a chilling beam of necrotic energy bursts from it at first one, then another.

OOC: Chill Touch:
: if there are two crew members within 5' of each other, near the ballistas, that's his first target. If not, then anywhere on the forecastle, aftcastle, or crows nest. He doesn't want to target the general crew, only officers or gunners. If there aren't two with in 5', then just one of the gunners.

To hit: 1d20+8=21. If a hit, damage = 2d8=13 necrotic, no resistance. Range 120'

If there is a second target 1d20+8=16. If a hit, damage = 2d8=9 necrotic, no resistance.
 

Aremus: You would determine that part of the "Squid head" of the ship would be the most secure part to launch the anchor into.

Tranio: There is a combatant in the crows nest that you can take care of with the chill touch. All of the ballistas have been unmanned.

Dren: Are you jumping down deeper into the ship or climbing?

 


FitzTheRuke

Legend
Aremus threw the anchor around a tentacle-like protrusion on the squid-shaped ship and slid down the cable. He immediately headed to meet up with Dren so that they could rescue the Giant King.
 


Aremus & Dren: As you slide (or float) down towards the imprisoned giant, a few things become evident. The Storm King appears to be frozen in times, unblinking eyes gazing towards the heavens. The giant sized chains that hold him in place also glow green. Two kraken thugs stand on either side of his head. They draw their scimitars as you get closer and scream out for others to join them in battle.
 

FitzTheRuke

Legend
Landing with a very light thump, Aremus shifted his shield from his back to his arm and marched toward the kraken thugs while drawing his sword and calling to Dren, "I will cover you, my friend. See if you can break those chains!"
 

KahlessNestor

Adventurer
Purple Rocks/Airship
Afternoon
Round 0

Dren nodded to Aremus. “I’ll dae me best,” he said. “The chains look magic, though, an’ tha’ ain’t me specialty. An’ I cannae shatter anymore unless I rest.”

Dren moved along the giant to the nearest chain, where it was anchored to the ship, studying it. They were chains meant to hold a giant, so he wasn’t sure if he could break them or not.

Investigation: 1D20 = [1] = 1

Dren Rockfist Character Sheet
Action (Extra Attack):
Bonus Action:
Move:
Reaction: Deflect Missiles, Opportunity Attack, or Slow Fall -- Slow Fall (reduces falling damage by 45)
Object Interaction:
Conditions:
Abilities to remember:
  • Fangs of Fire Snake (10’ reach)
  • Elemental Attunement (Minor effects)
  • Gong of the Summit (Shatter)
  • Deflect Missiles
  • Slow Fall (5xL=45)
  • Stunning Strike
  • Unarmed strikes count as magical
  • Evasion (Dex saves, half damage on fail; no damage on success)
  • Stillness of Mind (Action: remove one charmed or frightened condition)
  • Move along vertical surfaces or liquids during movement

AC: 17
HP: 75/75 HD: 9/9d8+2
Ki: 2/9/R


Tranio - half-elf death cleric
Fistan - human wizard
Dren - dwarf monk
Bethany - human fighter
Aremus - half-elf paladin
Ordrar - dwarf eldritch knight
 

Kraken Thugs: Both charge Aremus with their scimitar drawn. The first attacker show no signs of skills or nerve (rolled 9), but his ally seems more used to battle. (Rolled a 17, if a hit then a meager 3 damage.)

Dren: You're not sure you can break those chains. You're not sure they are even chains. Being around Storm Giants sure is intimidating!

Elsewhere:
Behind you, on the side closest to the giant's feet, you hear commotion behind a closed door. It sounds like a great number of men drawing weapons and sprinting towards your direction.
 

FitzTheRuke

Legend
Aremus blocked the thug's scimitar with his shield, and thrust his rapier, which the first thug side-stepped. Spinning around, he thrust his rapier into the next thug, channeling divine energy through the blade, he made the blow very mighty indeed.

"Come, my friend." called Aremus to Dren in ecouragement, "Are not your fists themselves magical? Surely it is only a matter of the will to do it. (Though I suppose the Giant himself would have the will, but perhaps the magical enchantments of the chains prevents him from trying?) Give it a try, and if you can't break them, then maybe you could waken the Giant and see if he can free himself."

 

KahlessNestor

Adventurer
Purple Rocks/Airship
Afternoon
Round 0

Dren glanced at Aremus and then at the chains and shrugged. “Well, it c’n only break me ‘and,” he said. “Sounds like we’re gaein’ t’ hae comp’ny,” he warned Aremus.

Dren focused himself, channeling his ki into his fist. Then, with a loud, focusing cry, he slammed his fist down where the chain met the boat. If he couldn’t break the chain, maybe he could break the wood that anchored the chain.

Unarmed strike: 1D20+8 = [14]+8 = 22
1D6+4 = [5]+4 = 9


Dren Rockfist Character Sheet
Action (Extra Attack):
Bonus Action:
Move:
Reaction: Deflect Missiles, Opportunity Attack, or Slow Fall -- Slow Fall (reduces falling damage by 45)
Object Interaction:
Conditions:
Abilities to remember:
  • Fangs of Fire Snake (10’ reach)
  • Elemental Attunement (Minor effects)
  • Gong of the Summit (Shatter)
  • Deflect Missiles
  • Slow Fall (5xL=45)
  • Stunning Strike
  • Unarmed strikes count as magical
  • Evasion (Dex saves, half damage on fail; no damage on success)
  • Stillness of Mind (Action: remove one charmed or frightened condition)
  • Move along vertical surfaces or liquids during movement

AC: 17
HP: 75/75 HD: 9/9d8+2
Ki: 2/9/R


Tranio - half-elf death cleric
Fistan - human wizard
Dren - dwarf monk
Bethany - human fighter
Aremus - half-elf paladin
Ordrar - dwarf eldritch knight
 

Neurotic

I plan on living forever. Or die trying.
OOC: what are the options of lowering oneself without ship acrobatics or magic? Can Ordrar just slide on the rope or climb down off the mast?
 

Ordrar: You could hold on to a weapon and slide down the anchor chain like Aremus did.

Aremus: Two cultists bursts out of the room with where all the noise is coming from and swing their scimitars at you. one rolls and 8 and the other a 22.

Dren: Two other cultists bursts out of the room with where all the noise is coming from and swing their scimitars at you. One rolls for a 13 and the other an 8.

Cultists: Through the open door, you can see there are plenty more enemies waiting to get a shot at the group. Enemies are red dots and the party are green.

cultists.JPG
 



KahlessNestor

Adventurer
Purple Rocks/Airship
Afternoon
Round 1

“Bluidy ‘ells!” Dren cursed as he weaved and ducked the swords of the cultists. Too bad he didn’t have anymore Gongs to produce. He settled for slamming his fists into the cultists.

Dren Rockfist Character Sheet
Action (Extra Attack): Attack Cultists
Survival + Bardic Inspiration: 1D20+8 = [4]+8 = 12
1D6+4 = [2]+4 = 6

Survival + Bardic Inspiration: 1D20+8 = [10]+8 = 18
1D6+4 = [5]+4 = 9

Bonus Action: Attack Cultists
Survival + Bardic Inspiration: 1D20+8 = [15]+8 = 23
1D6+4 = [4]+4 = 8

Move:
Reaction: Deflect Missiles, Opportunity Attack, or Slow Fall -- Slow Fall (reduces falling damage by 45)
Object Interaction:
Conditions:
Abilities to remember:
  • Fangs of Fire Snake (10’ reach)
  • Elemental Attunement (Minor effects)
  • Gong of the Summit (Shatter)
  • Deflect Missiles
  • Slow Fall (5xL=45)
  • Stunning Strike
  • Unarmed strikes count as magical
  • Evasion (Dex saves, half damage on fail; no damage on success)
  • Stillness of Mind (Action: remove one charmed or frightened condition)
  • Move along vertical surfaces or liquids during movement

AC: 17
HP: 75/75 HD: 9/9d8+2
Ki: 2/9/R


Tranio - half-elf death cleric
Fistan - human wizard
Dren - dwarf monk
Bethany - human fighter
Aremus - half-elf paladin
Ordrar - dwarf eldritch knight
 

Epic Threats

An Advertisement

Advertisement4

Top