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5E Storm King's Thunder

KahlessNestor

Explorer
Maelstrom
Afternoon
Round 0


“Och! Aye, lad!” Dren said, holding up one of the chips to the light. He dug into his money pouch and found a couple spare chips from when they’d been on the riverboat. “Noo why would a riverboat casino chip be doon ‘ere, where’er we are?”


[sblock=Actions]
Dren Rockfist Character Sheet
Action (Extra Attack):
Bonus Action:
Move:
Reaction: Deflect Missiles, Opportunity Attack, or Slow Fall
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)
  • 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)



[/sblock]


[sblock=Stats]
AC: 16
HP: 40/67 HD: 8/8d8+2
Ki: 4/8/R
[/sblock]


[sblock=Party Treasure]
[/sblock]


[sblock=Party]
Tranio - half-elf death cleric
Fistan - human wizard
Dren - dwarf monk
Bethany - human fighter
Aremus - half-elf paladin
Ordrar - dwarf eldritch knight
[/sblock]
 

TallIan

Explorer
Fistan,

"Ah yes, the casino. I wonder what a giant queen would be doing on a human boat? I'm not sure she would even fit on it, let alone be comfortable. Unless she used magic to blend in. Do you know if she hid her heritage? Did she have a preferred area to visit?"
 

Neurotic

Adventurer
"Isn't it equally likely that normal sized humanoid went there as a spy? Maybe they prepared the way in some way?" Ordrar asks
 
Last edited:

FitzTheRuke

Adventurer
Aremus gave her his word, so he returned to the giantess with his discovery. As he was slightly embarrassed that he had not recognised it at first, he gave credit to his friends for identifying the gambling chip.
 
Last edited:
The giantess lit up when Aremus mentioned that the party was familar with the gambling chip and any embarrasment he felt went unnoticed.

"Would your party be willing to return to this river boat and look for more clues," Sarissa despertely asked. "I can teleport you back to surface and provide a vehicle if you'd like. It is an airship of sorts, originally belonging to a red dragon worshipping cult Father deafeated."
 

FitzTheRuke

Adventurer
"We would be happy to do it!" announced Aremus, oblivious to the others, "Furthermore, your ship sounds both fascinating and most welcome!"

It occurred to him only later that he should have consulted with the others.
 

Neurotic

Adventurer
When Ordrar hears the news he is both happy, he will get out of this deathtrap, and chagrined for they weren't consulted and he will now have to endure yet another air ship. As if flying castles and clouds aren't enough for any decent dwarf. If gods wanted dwarves to fly, they would have given them the wings. Instead, he, Dumathoins devotee, has to fly on the birds, clouds, castles and now the ship. At least, the ship he knows. Coming from a rare breed of dwarves that know their way around water, Ordrar can imagine flying on the contraption will be much the same as sailing on a lake - except obviously it will be able to go up and down.

He nods in appreciation of Aremus effort.
"You did good, friend. Now only if we're not sent to our death by accepting teleport from unknown giant sorceress...but just in case we survive, show her the flag we showed to Zephyros "

OOC: Changing Ordrars speech color, no more Teal in the pallete and this is more "earthly" :)
 

Kobold Stew

Adventurer
Tranio, refreshed and alert to the constant dying in the universe, breathes in deep, and feels alive. When he realizes that this magnificent place with its sad storm giantess inhabitant, is just a waystop back to the riverboat, he laughs, but endorses Aremus's enthusiastic support.

An airship could be exciting, he thinks. Really high up.
 

KahlessNestor

Explorer
Maelstrom
Afternoon
Round 0

Dren wasn’t much more enthused about an airship than Ordrar was. He didn’t much like the idea of going on a river again, either. Good, solid earth is where a dwarf belonged.

“We must do what we must,” the monk muttered stoically. He wasn’t one to complain. But this time someone was definitely going to hold his beard as he vomited over the side.

[sblock=Actions]
Dren Rockfist Character Sheet
Action (Extra Attack):
Bonus Action:
Move:
Reaction: Deflect Missiles, Opportunity Attack, or Slow Fall
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)
  • 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)

[/sblock]

[sblock=Stats]
AC: 16
HP: 67/67 HD: 8/8d8+2
Ki: 8/8/R
[/sblock]

[sblock=Party Treasure]
[/sblock]

[sblock=Party]
Tranio - half-elf death cleric
Fistan - human wizard
Dren - dwarf monk
Bethany - human fighter
Aremus - half-elf paladin
Ordrar - dwarf eldritch knight
[/sblock]
 
Maelstrom: Sarissa would explain that the party is welcome to explore more of the palace first and understand this is prolly their first time under the sea. However, some of the other giants here (especially her sisters) are not to be trusted. The party will need to be stealthy or think of a good cover story.

Airship: The airship's enormous balloon is made from dragon
hide that has been dyed bright red. Atop the balloon is
a crow's nest that is reached by crawling up the ropes
on the outside of the balloon. Crawling up the ropes
requires a DC 10 Strength (Athletics) or Dexterity (Acrobatics)
check. If the check fails, no progress is made; if
the check fails by 5 or more, the creature falls.

The balloon is roped to a gondola that has been fitted
with steel runners. The airship has a speed of 8 miles
per hour while skiing across ice or snow or flying in the
air. A strong headwind reduces the ship's speed to 4
mph, while a strong tailwind increases its speed to 12
mph.

By changing altitude, the ship can use air currents
to move in a particular direction. A propeller aft of the
gondola thrusts the ship forward and can also be pivoted.
The hull of the gondola is watertight and buoyant
in water, and the propeller can push it across water.

The airship can hold up to 1 ton of cargo and requires
a crew of two, one to operate the propeller and one to
operate the furnace. If the ship has fewer than two crew
members on duty, its speed can't be controlled, and it
moves in a random direction, carried by the wind, until
control is regained or until it collides with something.
The gondola and the balloon are separate targets.

The gondola has AC 13, 250 hit points, and a damage threshold
of 10. The balloon has AC 11 and 50 hit points. Both
have immunity to poison and psychic damage. If the balloon
drops to O hit points, it bursts, and the ship loses
the ability to fly. While the balloon or gondola has at
least 1 hit point, it can be repaired. Repairing 1 hit point
of damage to either the balloon or the gondola requires
1 day and costs 20 gp. (Mending spells can repair superficial
damage but can't restore hit points.

airship.png
 

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