D&D 5E “Storm King’s Thunder” Session 58 Recap

The Hunt for Hekaton begins as we follow-up with clues pointing to The K Society, and return to The Grand Dame.

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Previously on “Storm King’s Thunder”

The Grand Dame looked exactly as we remembered, complete with surly captain outside demanding we turn over our weapons. We were in no mood for subtlety this time around.

I reached out with my mind, attempting to convince him that we were on official business, and needed to be escorted immediately to the captain’s quarters.

Whether through exhaustion at being teleported hundreds of miles in a matter of minutes or through sheer overconfidence, the man sneered at me in response. “You ain’t on no business.” He drew his weapon and the guard next to him did the same.

I switched tactics, spreading out my arms as a sign of complacency. “Hey friend, have you heard of the Graham Cracker Crew?” 

The man sneered even further, the corners of his mouth threatening to leap off in opposite directions. “I heard of the Graham Cracker Crew. I don’t give two shits if that’s who you are. No weapons on this ship.”

I stumbled my way through a bullshit response, as Halfred crept up next to him. The Captain took a single step forward and Halfred launched himself, planting his head directly in the man’s gut. His eyes bulged, knees buckled, and his whole form seemed to fold in on itself as he teetered for a moment, then toppled over into the water below.

He cried out a yelp as he fell, and the other guard screamed and drew his weapon. We were getting in there, one way or another.

I originally named last week’s session “Into the Maelstrom p1,” but I cannot in good conscience name this week’s session part 2. Thanks to our dumb luck we skipped through the huge Storm Giant dungeon and were able to secure a private audience with their leader, Reagent Serissa, without so much as bumping into any other giants, and from there have already received our next quest – to find King Hekaton and restore the Ordning. Continue reading “D&D 5E “Storm King’s Thunder” Session 58 Recap”

D&D 5E “Storm King’s Thunder” Session 57 Recap

We teleport inside the Storm Giant lair known as the Maelstrom, and immediately discover all the shortcuts.

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Previously on “Storm King’s Thunder”

I felt the minutes tick by slowly, furtively glancing toward both the staircase and the pool of water.

Korinn returned first, still invisible. She reported that an entire delegation of Giants sat upstairs in some sort of concert or show, hosted by the Storm Giants. It wasn’t the kind of party we wanted to crash.

While we debated on how to handle it, the pool of water began rippling. A gigantic shark head emerged, crashing into the side, sending a water-logged T.I.M. sailing through the air.

He tucked, rolled, and sprang up on his feet. He immediately began babbling like an excited child as he pulled out magical treasures that he and Bryseis had discovered in their underwater excursion. “We found a whale and I made a seahorse friend! I accidentally killed a shark, then I killed two crabs. And I found some stuff. Oh and there’s a bunch of other entrances to other areas of the dungeon.”

We finally journeyed into the Maelstrom, the primary lair of the Storm Giants, via the teleporting conch shell we had grabbed from the Cloud Giants. Then we did what we always do: split the party and skip through the dungeon. Continue reading “D&D 5E “Storm King’s Thunder” Session 57 Recap”