“We are gracious winners.” Crownsguard crosses his arms and nods sagely. It’s hard to tell if the robot is sarcastic or not from its constantly cheerful tone!
The barbarian woman rouses, looks up confusedly at the flying ship, and checks her belongings. She pauses, then gives a long look at you and the temple before grabbing both axes and jogging away, down the mountainside.
After everyone boards, Delsephine turns a small iron wheel on the side of the shipboard furnace. Flames roar to life under the balloon, and the airship takes off!
"Where to?" Asks Delsephine, standing close to where another cult member is at the helm. On the aft end of the ship, up on the bridge, is a deadly looking ballista, which complements the harpoon gun on the fore end.
Delsephine nods and speaks up over the wind. “I’ll set a course for Mirabar then, let me know if you need to go somewhere different.” She consults her navigator’s map and compass, and the pair position the airship as it begins to climb through the clouds so as to clear the mountain peaks.
"Your father and the twins are at Calling Horns and your wife is in Yartar. Yartar is a little under 100 leagues from Mirabar. That's a long trip from here... Even in this airship," Ink comments.
Ink leans in close huddling next to the party so that only they can hear, and says, "We could go to Mirabar and then Rip, the kids, myself and perhaps one of you," he looks at Marav and Crownsguard, "would use the network to get to Yartar immediately. We leave the children with Sarah, then go collect Jib and the twins."
Ink pauses, thoughtful for a moment before continuing, "We could then move the entire family to Everlund if you feel it safer than Yartar. Given what we earned from selling that adamantine ring, I'm sure you can set your family up pretty comfortably in either location."
"Actually, I was meaning to ask you, Rip - are you going to join us or will you be staying with your family?"
On hearing Ink's last question, Flint realized he hadn't considered the possibility that Rip would choose to stay behind, he gives a start, then waits for the reply.
While she is having two deckhands pull up the rope ladders, Delsephine nods to Flint and consults her map as the wind whips around her masked face, then looks to the afternoon sun. "If this northerly wind keeps up, we should be to Mirabar before sunrise, tomorrow."
Your new altitude offers a breathtaking vista of the Spine of the Worth, which continues east and west as far as you can see. Clouds ring the tops of the highest peaks and settle like frothy soup in the high valleys. Once achieving what Delsephine calls a "cruising altitude," you hear a clunk and a prolonged whirrrrr. The red-ballooned airship then begins to move smoothly in the direction of the Valley of Khedrun, and Mirabar beyond, following the sun.
Ink inquires about how the airship works, how to operate the various weapons and about the shorthand language they use regarding ship operations so that he can assist if it's necessary.
Following is a detailed description of the airship, which can be easily discovered by exploring and/or asking the crew.
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.
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.
1. Furnace
In the middle of the upper deck is a 10-foot-tall, cylindrical bronze furnace with a fire elemental magically trapped inside it. A narrow hatch in the front of the furnace has a small grill through which the elemental can be seen, and the heat pouring out through the grill helps keep the deck crew warm on cold days and nights. An iron wheel on the starboard side of the furnace opens and closes a bronze valve at the top of the cylinder, which has the effect of increasing or reducing the size of the fire spilling out of the furnace. The more heat that is allowed to fill the balloon, the higher the ship can rise.
2. Harpoon Gun
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. The harpoon gun is considered a ballista (see DMG chapter 8).
Tying a rope to a harpoon, if desired, takes an action. In addition to dealing 16 (3d10) 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 to free itself from the harpoon, which requires a successful DC 15 Strength check. If the check succeeds, the target takes 5 (1d10) 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.
3. Ballista
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.
4. Propeller Hatch
A wooden door behind the furnace (area 1) on the upper deck pushes open to reveal stairs leading down to the lower deck. Portholes on the landings look out to port and starboard. The porthole windows are latched shut from the inside, and each porthole is wide enough for a Medium creature to squeeze through.
At the foot of the stairs is a steel hatch bolted shut from the outside, with two horizontal-sliding iron levers in the adjacent wall. One lever is labeled Thrust, the other Direction (in Common). Behind the hatch is a steel-walled compartment that holds a magically bound air elemental. The air elemental powers the aft propeller. Moving the Thrust lever to the left opens valves that allow wind from the elemental to spin the propeller. Moving the lever to the right closes the valves, and the propeller stops turning. Moving the Direction lever to the left or right causes the propeller to pivot in that direction, allowing the ship to turn while the propeller is operating. When the Direction lever is centered, the propeller moves the vessel straight ahead.
5. Crew Quarters
Each of these cabins has a door that can be bolted shut from the inside, though none of the doors is locked normally. A door can be broken open with a successful DC 13 Strength (Athletics) check. Each cabin contains two hammocks (one above the other), a writing desk, a chair, a footlocker, and a porthole. The portholes’ windows are latched shut from the inside, each set in a frame wide enough for a Medium creature to squeeze through.
Each footlocker has a partition that divides its interior space in half, with room on each side for one person’s clothing and personal effects. Atop each desk are a sturdy lamp and a game (Dragonchess set, playing cards, etc).
6. Storeroom
This room is packed to the ceiling with crates of rations, barrels of fresh water, and casks of dwarven ale and fine elven wine — enough food to feed ten people for 100 days. Nets secured to iron rings bolted into the walls prevent the containers from moving around.
Many of the containers in the storeroom bear the names and emblems of various previous owners.
The autumn night comes quickly, and winds continue to blow harsh from the north. “Best get below deck and have rest,” says Delsephine, as she oversees a shift change with her crew. “If Laz was right, we have about 8 hours to go til Mirabar.”
Ink will go below deck to rest in his trance for four hours achieving his long rest, study his spells for the day then go topside to join the crew - keeping watch and observing the starry night sky.
Flint steps away from the rail and heads below. He resists an urge to activate his immovable rod and tries unsuccessfully to get into a hammock. He finally settles himself into a corner near crownsguard. Any brandy among the supplies? If not the Dwarven ale will do nicely.
Crownsguard finds his way to a cozy space beneath the deck and enters sleep mode. He has a great deal to consider. Cat meanwhile, STANDS GUARD ON HIS SHOULDER, DEATH!
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DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms- The Stormpoint Mountains ~ Muireach Maon- Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland -Boats, Rocks, and Ruffians ~ POUF!- Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
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“We are gracious winners.” Crownsguard crosses his arms and nods sagely. It’s hard to tell if the robot is sarcastic or not from its constantly cheerful tone!
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Ink sighs and glances towards Flint.
Ink will be the last one to board. He waits for the woman to rouse so that he can support Harshnag if she recklessly charges back across the bridge.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
The barbarian woman rouses, looks up confusedly at the flying ship, and checks her belongings. She pauses, then gives a long look at you and the temple before grabbing both axes and jogging away, down the mountainside.
After everyone boards, Delsephine turns a small iron wheel on the side of the shipboard furnace. Flames roar to life under the balloon, and the airship takes off!
"Where to?" Asks Delsephine, standing close to where another cult member is at the helm. On the aft end of the ship, up on the bridge, is a deadly looking ballista, which complements the harpoon gun on the fore end.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Ink asks Rip, "Where did you want to leave your children? Your wife, she's in Yartar, right?"
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
"Yes, but we might want to pick up my father and the twins first"
Rip Dangerfield- Halfling Bard, Storm Kings Thunder (retired)
Matrix- Human Monk/fighter, Storm Kings Thunder
"We've got an appointment in Mirabar as well, that's th' closest place right?"
"Where is your father an' th' twins lad?"
Delsephine nods and speaks up over the wind. “I’ll set a course for Mirabar then, let me know if you need to go somewhere different.” She consults her navigator’s map and compass, and the pair position the airship as it begins to climb through the clouds so as to clear the mountain peaks.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
"Your father and the twins are at Calling Horns and your wife is in Yartar. Yartar is a little under 100 leagues from Mirabar. That's a long trip from here... Even in this airship," Ink comments.
Ink leans in close huddling next to the party so that only they can hear, and says, "We could go to Mirabar and then Rip, the kids, myself and perhaps one of you," he looks at Marav and Crownsguard, "would use the network to get to Yartar immediately. We leave the children with Sarah, then go collect Jib and the twins."
Ink pauses, thoughtful for a moment before continuing, "We could then move the entire family to Everlund if you feel it safer than Yartar. Given what we earned from selling that adamantine ring, I'm sure you can set your family up pretty comfortably in either location."
"Actually, I was meaning to ask you, Rip - are you going to join us or will you be staying with your family?"
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
"How long ta Mirabar?"
On hearing Ink's last question, Flint realized he hadn't considered the possibility that Rip would choose to stay behind, he gives a start, then waits for the reply.
Marav just silently waits for Rip's answer watching the crew. Clearly still not trusting them fully.
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
While she is having two deckhands pull up the rope ladders, Delsephine nods to Flint and consults her map as the wind whips around her masked face, then looks to the afternoon sun. "If this northerly wind keeps up, we should be to Mirabar before sunrise, tomorrow."
Your new altitude offers a breathtaking vista of the Spine of the Worth, which continues east and west as far as you can see. Clouds ring the tops of the highest peaks and settle like frothy soup in the high valleys. Once achieving what Delsephine calls a "cruising altitude," you hear a clunk and a prolonged whirrrrr. The red-ballooned airship then begins to move smoothly in the direction of the Valley of Khedrun, and Mirabar beyond, following the sun.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Ink inquires about how the airship works, how to operate the various weapons and about the shorthand language they use regarding ship operations so that he can assist if it's necessary.
He takes notes and makes sketches.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Following is a detailed description of the airship, which can be easily discovered by exploring and/or asking the crew.
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.
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.
1. Furnace
In the middle of the upper deck is a 10-foot-tall, cylindrical bronze furnace with a fire elemental magically trapped inside it. A narrow hatch in the front of the furnace has a small grill through which the elemental can be seen, and the heat pouring out through the grill helps keep the deck crew warm on cold days and nights. An iron wheel on the starboard side of the furnace opens and closes a bronze valve at the top of the cylinder, which has the effect of increasing or reducing the size of the fire spilling out of the furnace. The more heat that is allowed to fill the balloon, the higher the ship can rise.
2. Harpoon Gun
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. The harpoon gun is considered a ballista (see DMG chapter 8).
Tying a rope to a harpoon, if desired, takes an action. In addition to dealing 16 (3d10) 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 to free itself from the harpoon, which requires a successful DC 15 Strength check. If the check succeeds, the target takes 5 (1d10) 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.
3. Ballista
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.
4. Propeller Hatch
A wooden door behind the furnace (area 1) on the upper deck pushes open to reveal stairs leading down to the lower deck. Portholes on the landings look out to port and starboard. The porthole windows are latched shut from the inside, and each porthole is wide enough for a Medium creature to squeeze through.
At the foot of the stairs is a steel hatch bolted shut from the outside, with two horizontal-sliding iron levers in the adjacent wall. One lever is labeled Thrust, the other Direction (in Common). Behind the hatch is a steel-walled compartment that holds a magically bound air elemental. The air elemental powers the aft propeller. Moving the Thrust lever to the left opens valves that allow wind from the elemental to spin the propeller. Moving the lever to the right closes the valves, and the propeller stops turning. Moving the Direction lever to the left or right causes the propeller to pivot in that direction, allowing the ship to turn while the propeller is operating. When the Direction lever is centered, the propeller moves the vessel straight ahead.
5. Crew Quarters
Each of these cabins has a door that can be bolted shut from the inside, though none of the doors is locked normally. A door can be broken open with a successful DC 13 Strength (Athletics) check. Each cabin contains two hammocks (one above the other), a writing desk, a chair, a footlocker, and a porthole. The portholes’ windows are latched shut from the inside, each set in a frame wide enough for a Medium creature to squeeze through.
Each footlocker has a partition that divides its interior space in half, with room on each side for one person’s clothing and personal effects. Atop each desk are a sturdy lamp and a game (Dragonchess set, playing cards, etc).
6. Storeroom
This room is packed to the ceiling with crates of rations, barrels of fresh water, and casks of dwarven ale and fine elven wine — enough food to feed ten people for 100 days. Nets secured to iron rings bolted into the walls prevent the containers from moving around.
Many of the containers in the storeroom bear the names and emblems of various previous owners.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
The autumn night comes quickly, and winds continue to blow harsh from the north. “Best get below deck and have rest,” says Delsephine, as she oversees a shift change with her crew. “If Laz was right, we have about 8 hours to go til Mirabar.”
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Ink will go below deck to rest in his trance for four hours achieving his long rest, study his spells for the day then go topside to join the crew - keeping watch and observing the starry night sky.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Flint steps away from the rail and heads below. He resists an urge to activate his immovable rod and tries unsuccessfully to get into a hammock. He finally settles himself into a corner near crownsguard. Any brandy among the supplies? If not the Dwarven ale will do nicely.
Flint finds a crate with several bottles of Hillsfarian Dragon’s Breath, distilled c. 1477 and aged in starwood oak.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Taking a bottle in each hand, Flint goes to find Delsephine. "Mind if ah take a sample?"
Crownsguard finds his way to a cozy space beneath the deck and enters sleep mode. He has a great deal to consider. Cat meanwhile, STANDS GUARD ON HIS SHOULDER, DEATH!
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist