The 30-ft tall queen of the cloud giants strode into the room, carrying all the haughty annoyance that I had expected. She stopped, her mouth practically hanging open as she surveyed us standing there, our hippogriffs nervously pawing at the ground behind us.
I took a deep breath and bowed deeply with all the respectful flourish I could muster.
“Your majesty,” I began. My mind was spinning. We were conch inspectors – no – we were hunting that foul group who just made off with her dragon. And stole all the treasure from her study! Those rascals. We’d catch them for sure.
But we still needed that shell, and only she could summon it. Behind us Cressaro spoke up in a monotone that made me smile: “It is of the utmost importance that we retrieve the shell.” He was still under my influence.
I then offered to give her what she wanted – the location of some ancient dragon magic. The Countess began to slowly lower her guard.
I was on a roll as she retrieved the magical chest, spoke the words, and brought forth the shell. “Tell it to me now,” she demanded, while holding the shell.
Before I could speak I felt my spell dissipate from Cressaro, its command full-filled. I instantly reached out with my mind to warn the others around me, starting with nearby T.I.M. <GRAB THE SHELL> I screamed into his mind.
Somehow the enlarged construct gracefully leapt forward and gingerly snatched the shell from her hand. Then the room exploded.
Storm King’s Thunder has been mostly bereft of large-scale dungeons, making it almost the complete opposite of our previous campaign. It’s ironic that when we finally reach a big dungeon, we skip almost all of the content.
Yet Lyn Armaal still took us a solid four sessions to get through, thanks to complex planning and strategy. We turned it into a heist mission, a rescue mission, and finally some hilarious diplomacy as we meet with Countess Sansuri, acquire the magical conch shell of teleportation, and get the hell out of dodge. Continue reading “D&D 5E “Storm King’s Thunder” Session 54 Recap”