D&D 5E Storm King's Thunder

Kobold Stew

Last Guy in the Airlock
Supporter
Tranio stays at the table, sitting across from Drylund. He doesn't know anything about the Kraken Society, but while Dren is getting a chart from the ship, he presses Drylund.

"Where the Storm King is - that's a start," says Tranio. "And I understand you don't want things to affect business here, in spite of all that's happened." He looks around, and pours a drink from the decanter on the table, and places it in front of him. Tranio sees the octopus slide around the large man's neck, to appear on the other shoulder.

"You won't be able to keep this up, you know."
 

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Dren: You wouldn't have great many details about The Kraken Society, but you would know that they are a nautical crime syndicate. Smarter pirates would be a good way to put it.

"I have no interest in keeping this up. I will turn legit. I promise," Drylund begged as he eagerly sips from the drink Tranio brought, desperate to calm his nerves.

When the dwarf arrives with the map, he places down the drink and grabs a pencil. Hands trembling, the drunk man circles a group of islands in the trackless sea.

" You'll find him here in The Purple Rocks on a ship called The Morkoth," Drylund explains. "You won't have any trouble spotting it, since it is shaped like a squid. The crew is armed and won't give him up without a fight though."
 

FitzTheRuke

Legend
Aremus smiled. This sounded like quite the adventure - a ship like a squid vs the airship. It was the stuff of bard's tales and Aremus loved every minute.

"We will return to check in on you." he warned Drylund, "Keep your nose clean."
 

Neurotic

I plan on living forever. Or die trying.
Before leaving, Ordrar leans in over the table.
"You did something bad, dwarf-up, own to it and make reparations as you can. If the war breaks, offer transport to safety to any and all who ask even if you lose some business. Warn the authorities of what you hear or otherwise slow down or sabotage the bad guys." Ordrar nods to the casino owner.
 
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KahlessNestor

Adventurer
Yartar/Casino boat
Afternoon
Round 0

“The Kraken Society,” Dren mused. “Bunch o’ jumped up pirates,” he said. “Smart, though. Canny. Clever. Wot wuild they want wi’ upendin’ giant society, though?” he mused, studying the islands Drylund had circled. “Ugh. First flyin’ t’rough de air, noo gaein’ oot on the water. Why couldn’t it be on or in a nice mountain?” The dwarf sighed.

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)

AC: 16
HP: 67/67+10 thp HD: 8/8d8+2
Ki: 8/8/R


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

[Apologies for the delay, I started a new job last week.]

Travel: It will take several days to reach The Purple Rocks, which are east of Luskan in The Trackless Sea. If there is anything the party would like to do first, let me know.

Airship Weapons:
A spring-loaded harpoon gun, fashioned from burnished bronze with iron fittings, is bolted to the forward upper deck. It has a 90-degree arc of fire (side to side, as well as up and down). The gun comes with a winch, a 500-foot coil of rope, and ten steel-tipped harpoons.

Although it fires harpoons instead of bolts, the gun isconsidered a ballista (see the "Siege Equipment" section in chapter 8 of the Dungeon Master's Guide). Tying a rope to a harpoon, if desired, takes an action.
In addition to dealing 16 (3dl0) piercing damage on a hit, a harpoon impales its target. While impaled, the target can't take any action on its turn other than trying tofree itself from the harpoon, which requires a successful DC 15 Strength check.

If the check succeeds, the target takes 5 (ldlO) piercing damage as the harpoon is pulled free and is no longer impaled. If a harpoon is attached to the gun by a rope, a creature impaled on that harpoon can't move farther away from the gun or increase its altitude until it frees itself. A creature within reach of the gun's winch can use its action to reel in a harpooned creature, pulling it up to 20 feet closer to the gun.

Aditionally, a wooden ballista is mounted on an iron swivel on the aft castle. It has a 90-degree arc of fire (side to side, and up and down). Behind it rests a crate that holds a dozen bolts. For ballista rules, see the "Siege Equipment" section in chapter 8 of the Dungeon Master's Guide.

Level: Just double checking, the party should now be level 9.
 





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