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1-20 Campaign. Starting with The Lost City
Details
5 players. Anything official is allowed when it comes to character creation. Submit a Character Sheet, the game will be restricted once I'm happy to the members I approve.
No punches will be pulled.
Level 1.
Flavour
Your group of adventurers joined a desert caravan only to become lost in the desert. Caught in powerful sandstorms, leaving only shifting dunes. To the East you went.
Days passed. Your mounts died and you soon drank the last of your water. The end of the desert was not in sight. And then...
- D&D 5e
- closes May 30
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Red Hand of Doom
The dry hilltops danced with fire.
Throughout the heart of the wild badlands the humans called the Wyrmsmokes, great bonfires had been kindled atop the ridges overlooking Elsir Vale. There thousands of warriors had gathered: hobgoblins in armor dyed scarlet, thick-thewed bugbear berserkers, goblin worg riders and skirmishers and archers, and the scaled ones as well, who often towered over the rest. For so long they had fought each other, tribe against tribe, race against race, engaged in the endless test of battle, feud, and betrayal. But tonight...tonight they stood together, hated enemies shoulder-to-shoulder, shouting together as brothers. And they saw that they were strong, and together they danced and sang and shook their blades at the smoke-hidden stars overhead.
"We are the Kulkor Zhul!" they shouted, and the hills shook with the thunder of their voices. "We are the People of the Dragon! Uighulth na Hargai! None can stand before us!"
One by one the tribes fell silent. Armor creaked as thousands turned to look up to the Place of Speaking. There, a single champion emerged from the assemblage and slowly climbed the ancient stone stair cut into the side of the hill. A hundred bright yellow banners stood beneath him like a phalanx of spears, each marked with a great red hand. The warpriests holding the banners chanted battle-prayers in low voices as the champion ascended.
On the hundredth step he stopped and turned to face the waiting warriors. He was tall and strong, one of the hobgoblin chieftains, but dull blue scales gleamed along his shoulders, and jutting horns swept back from his head. "I am Azarr Kul, Son of the Dragon!" he cried. "Hear me, warriors of the Kulkor Zhul! Tomorrow we march to war!"
The warriors roared their approval, stamping their feet and clashing spear to shield. Azarr Kul waited, holding his hands aloft until they quieted again. "The warpriests of the Doom Hand have shown us the way! They have taught us honor, discipline, obedience - and strength! No more will we waste our blood fighting each other. We will take the lands of the elf, the dwarf, and the human, and make the ours! Under the banner of the Red Hand of Doom we march to victory and conquest! Remember that you stood here this night, warriors of Kkulkor Zhul! For a hundred generations your sons and your sons' sons will sing of the blood spilled by your swords and the glory you win in the nights to come! Now, my brothers - to WAR!"
The burning hills were too small to hold the shout the Kulkor Zhul gave in answer to their warlord's call.- D&D 3.5e
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Sinners
Who are you? You are a Sinner
And what is a Sinner? Well, that will take some time to explain.
Gamana, the world where we live, hasn’t always been like this, 817 years ago, at the end of the war of the gods, it was profoundly and irreversibly changed, most of the gods died and the things they had created disappeared with them; Edia and Ytar, the two remaining deities picked the broken pieces and repaired the world.
Every living being own their existence to Edia’s and Ytar’s efforts and for this we are eternally thankful but the world we live in now is not without problems and challenges, everything come at a price.
With the death of the gods, the magical energy disappeared, killing all the creatures that depended on it and bringing the world into chaos, Edia replaced the source of power, saving the day, but in doing so tied the world’s magic to one of her domains: curse.
Every act of magic inflict a curse, crafting a magical item could curse the caster, the item, or the shop, healing someone may curse the receiver, or the healer, creatures of magic develop/spread curses.
Over time people got used to this new way of magic, studied it's rules and finally adapted.
Scholars rank curses by intensity: low, medium, high and supreme , if two curses conflict with each other the one of lower rank become dormant, until they are no longer in conflict, the exception is a supreme curse, occasionally called Sinner Curse, which make all those inferior dormant all the times.
Through a ritual a person can dedicate their soul to Edia, embrace a sin and be granted the ability to absorb curses, this paired with supreme curses gave life to the figures known as Sinners.
Sinners are bearers of a supreme curse who dedicated their souls to Edia, becoming able to absorb inferior curses without ill effects, each kingdom handle sinners in their own way, in some places they are nothing more than servants, in others they are highly regarded for their services, in any case they have a key role in the modern society.
Monsters, that’s another problem that plague the life of the inhabitants of this world, there are plenty of monsters and they too are subject to curses, even more than people, they tend to acquire particularly quirky or crippling curses due to their strong connection with Edia, who is the goddess of monsters, sins and curses; since many monsters can spread curses like a disease, or carelessly cast magic, Sinners are often tasked to deal with them, not necessarily with violence, after all Sinners too have a strong connection with Edia and they can, sometimes, reason with monsters.
You are a Sinner of the kingdom of Barazin, currently living in the port city of Bewold at the south west border of the kingdom, in your country each Sinner formally belong to the Order of the Orange Glove, a knightly order created by the monarchy which allow the kingdom to call them when needed while granting them status and some degree of legal protection. Sinners are free to manage their own lives and many become professionals, running their own “cleaning” business, you are one of them, a particularly lucky, connected or successful one as you are a member of the Seven Roses, a prestigious and wealthy society of Sinners, one of the most influential in Bewold, however unfortunate events threaten to destroy the society, all your hard work and you.
Game elements:
Themes: Shades of gray morality, discrimination, everything come at a price, politics, comedy.
Starting level: 6
Map: will likely use roll20 for that
Looking for: 4-5 players, applications deadline 19/05.
- D&D 4e
- closes May 19
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Dragonlance: Shadow of the Dragon Queen
The world has ended, and it's ending again.
Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the people of Krynn survived, but the world isn't what it was. Those nations that remain linger in the shadows of their ancestors' wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed.
Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.- D&D 5e
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When the Stars Align
Premise
You're one of the few dedicated souls who are willing to actively fight the incursion of the outer void in Corrow, northern Brythunia. Anglo-Saxon culture, with Cimmerian and Nemedian origins.
Extra Mechanics
Sanity Pool: (Smarts + Spirit + 25) x 3.
Sanity Check: TN / S / F; for example [4 / 0 / d3] or [8 / d2 / d8]. This means you make a Spirit test with the first number as TN, taking second number of Sanity loss if successful, third number of Sanity loss if failed.
Application Deadline
I've set it to May 18th, but if the process slows down and I have enough applications, I'll close it and start the game.
- Savage Worlds Adventure Edition (SWADE)
- closes May 18
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Wild Wild Wasteland
The wastes are a land where the law is far away and justice is had at the muzzle of a gun. Grab your duster and saddle up the Iron Horse, rev the engine and let's get going.
Fair warning, this is a Penchant game so you know what you're in for :D
This is a genre mashup of Wierd West, Dieselpunk and Aetherpunk. It takes place in a fantasy world of my own creation. This is not Tolkien fantasy in the least. No elves, dwarves, etc.
I'm still filling in the details, but I feel like there's enough down that you know what I'm working towards. I'm looking for thematic characters and dedicated players. Pop in and start an app or ask me some questions on the Character Creation topic.
https://www.myth-weavers.com/index.php?/topic/10205-character-creation/
- Pathfinder 1e
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Deos Ferrum (In Machina)
I hunt in darkness,
The stars as my guide.
The memory of you sings in my blood.
I seize the gift,
Carry it to your bower,
And lay at your feet the hearts of my enemies.- Pathfinder 1e
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Crown of the Oathbreaker
💀Something is rotten in the Kingdom of Aglarion💀
Play in what is probably the most widely anticipated 3rd party adventure of 2022 for 5th Edition D&D. Crown of the Oathbreaker is a massive 900+ page campaign that has everything from palace intrigue to adventure in the fey realm, shadow realm and even into hell itself.
The book is based on the feedback of over 2000 D&D fans whose votes on their preferences gave the backbone of the adventure and the campaign setting. The community influenced the fine details of the story and the setting through Elderbrain’s Discord server. Crown of the Oathbreaker also includes over 200 NPCs, their locations, and portraits based on the actual photos of members of the Elderbrain community.
The story is set in the Kingdom of Aglarion, where the characters will uncover dark secrets from the past of a royal family after the fall of a blessed era and break a curse that plagues the kingdom.
The players will have to explore lands ravaged by the curse and travel to the Feyrealm, the Shadowrealm, and even Hell, where they will face hard moral dilemmas before saving the crown from the dreadful effects of an otherwise inevitable pact. A sinister bargain has caused suffering for the people of the land and has created a mad witch-knight hungering for revenge.
This campaign will cover levels 5 - 15, with its sequel Torrents of the Spellhoarder coming after for levels 15 -20.
The land known today as the Kingdom of Aglarion has a rich past spanning thousands of years, influenced by cataclysmic events that involved multiple planes of existence. Since the dawn of time and prehistory, all the way up to its current state as a monarchy, the land and its rulership has changed many times. Several key events have shaped its past, namely the descent of the Dark Star and its dark angels during the Mountainfall, the rise of Sarath of the Shining Light and a cruel theocracy, and the establishment of the Kingdom of Aglarion by King Razmyrel Melkar and Master Arlen the Constructor, the first archmage of the land. These events have all left deep marks on the history of the realm and the legacies of these dark times can still be felt in the fabric of society.
The Kingdom of Aglarion is known as a thriving realm. Times of plenty and an open-minded philosophy have resulted in a level of tolerance for beings of all types rarely encountered in other settings. The Kingdom is rich, its armies strong and well-equipped, and the rule of law is paramount under a popular king. But even in
these tranquil times, the Kingdom of Aglarion is a realm filled with adventure and dangers that lurk behind the veil of peace, reaching into other planes and deep into its history.A 53-page PDF with all new 5e character options just for this campaign. Take a look!
- 30+ NEW SUBCLASSES
- 40+ NEW SPELLS AND FEATS
A 107-page PDF Gazetteer of the Kingdom of Aglarion with no spoilers. With all the details you need to custom build a character that fits into the campaign world. Topics covered in the Gazetteer are:
- History
- Ecology
- Religions
- Social Structure
- Economy
- Laws
- Noble Houses
- Organizations
- Neighboring Realms
- Customs
- Maps
- Regions
- Important Locations
- Onadbyr (the capitol city and where the campaign starts)
What rulebooks should I use?
You can use non-optional rules found in the Player’s Handbook, the Basic Rules, and all the books listed below. If a rule has been reprinted in a newer resource, you must always use the latest printing.- Fizban’s Treasury of Dragons (FTD)
- Mordenkainen Presents: Monsters of the Multiverse (MMoM)
- Xanathar’s Guide to Everything (XGE)
- Tasha's Cauldron of Everything (TCE)
You may also use the rules found in the following digital publications, available on DMsGuild
- Elemental Evil Player’s Companion (EEPC)
- Locathah Rising (LR)
Additionally, the following variant or optional rules are available:
- Chapter 6: Customization Options (PH)
- Customizing Your Origin (TCE)
- Optional Class Features (TCE)
- Variant Human Traits (PH)
The following campaign specific resources are also available:
- Crown of the Oathbreaker Player Options (link)
Starting Level: 5th level start
Alignment Requirement: Any (but all characters must be able to work as a team.)
Starting Equipment: You will start with the basic equipment given to you by your class and background, plus an additional 600 gold pieces, and one item from the below list. You can sell starting equipment using the rules in the PH and can buy equipment and spell components found in the PH or available rules.
- +1 weapon
- +1 shield
- +1 rod of the pact keeper
- +1 wand of the war mage
- +1 all-purpose tool (TCE)
- +1 amulet of the devout (TCE)
- +1 arcane grimoire (TCE)
- +1 bloodwell vial (TCE)
- +1 dragonhide belt (FTD)
- +1 moon sickle (TCE)
- +1 rhythm-maker’s drum (TCE)
- Bag of holding
Ability Scores: Ability scores can be generated using the 27 point buy as featured in the PHB.
Hit Points: Maximum at 1st level, average each additional level.
Backgrounds: Any from the source books listed above or any from the material in the Character Creation tab. Customizing backgrounds is allowed but must be approved by the DM, same with any player built custom backgrounds.
Backstories: You are going to want to take a few days to read through the Kingdom of Aglarion Gazetteer before writing this. It should include references, common sayings, etc.
Character Submissions: You will also need to start a thread in the Applications area for your submission. If you have any questions about my rules for character building, any thoughts about character backgrounds, or to request that I review your character then you can do so by Clicking Here.
Application Deadline: August 20th, 2023 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 4-6 players.
Other Requirements:
- I want players who give detailed and interesting posts. Not one-liners and blocks of speech text. The rule of three applies here. What is your character thinking, doing and saying.- Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live.
- I'm a story teller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together.
- Unless I tell you otherwise...assume you can play with the scenery to help craft the story.
Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!- D&D 5e
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Rultmoork
AS ABOVE ...
... SO BELOW
Explore wasteland ruins and uncover mysterious clues to the past.
The adventurers investigate a solitary spire of stone in on the edges of the barren mountain
wastelands. According to legend, water once sprung forth from this spire,
blessing the land with life.
Now, the land is dry, the ancient site in ruins, and a wondrous waterclock
is stagnant. This stagnation infuses all beings, from the strange cultists on
the surface to the former elemental guardians.
It is up to the adventurers to defeat the ancient evils within Rultmoork,
restore the waterclock, and bring life back to the land.
CAMPAIGN FEATURES
- Playstyles for all player types such as roleplaying, ruin exploration, investigation, riddle and puzzle solving, extreme combat, and dungeon delving.
- Wasteland Archaeology: Explore ancient ruins, marvel at murals, decipher a lost language, and piece together clues (some of which are magic items!)
- Visions of the Past: Travel through time and become priests living 1,000 years in the past to conduct a roleplaying-rich murder investigation
- Brutal, unique monsters that require both brains & brawn to defeat.
- Three nightmarish bosses to challenge even the most experienced groups .
- Logical environments reward players for paying attention and engaging with the wonders of Rultmoork.
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New Language: Grekian! Riddles and clues appear in a runic language players must decipher using the lexeme amulet (via a handout wheel) or by devising their own cipher.
A WORD OF WARNING
Rultmoork is a challenging and deadly adventure intended for veteran players.
Only the truly skilled and fearless should dare venture into this place.
GAMEPLAY DETAILS
Theme: Complex Fantasy
Campaign World: Midgard (Kobold Press)
Starting Level: 5th
Ending Level: 10thWelcome friends to Rultmoork. I would like to lay out my expectations up front.
- Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live. Rultmoork is an incredibly challenging adventure designed for the veteran player. It will take all your wits to survive.
- I'm a storyteller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together. I also allow a lot of Kobold Press 3rd party material to give my players more options than what is allotted by the base 5e system.
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Unless I tell you otherwise... assume you can play with all the beautiful scenery to help craft the story. I expect each of you create interesting scenes, don't just walk into a room, roll the dice, and ask what you found. Tell me what you are saying, and doing, and what your ultimate goal is. If I need a dice roll, I will ask for one.
CHARACTER CREATION
Character Creation & Play Guidelines
Get the File by Clicking Here
Character Submissions: You will also need to start a thread in the applications area for your submission. If you have any questions about my rules for character building, any thoughts about character backgrounds, or to request that I review your character then you can do so by Clicking Here.5th Level Characters: Since this campaign starts at 5th level, each character will receive an additional 400 gold pieces on top of their starting equipment and can select one magic item from the list below:
- +1 weapon
- +1 shield
- +1 rod of the pact keeper
- +1 wand of the war mage
- +1 all-purpose tool (TCE)
- +1 amulet of the devout (TCE)
- +1 arcane grimoire (TCE)
- +1 bloodwell vial (TCE)
- +1 dragonhide belt (FTD)
- +1 moon sickle (TCE)
- +1 rhythm-maker
TECHNICAL STUFF
Application Deadline: April 20th, 2024 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 6 players.
Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!- D&D 5e
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Mystery of the Drow
There have been rumors of infighting among the Drow. Of course, the Drow have always been infighting but this is at a whole other level. The rumors talk about a religious war among the Drow. What the religious war is about none but the Drow know. The stories are confused and mixed up. The King of Alroon He has hired adventurers from all over the world to find out what is happening. You are one party of adventurers that he has hired to investigate what is going on.
What is known is that the Drow have been buying kobold, orc and goblin slaves in large numbers to fight their war. Some of the tribes have been fleeing the Underdark and conducting numerous raids on the surface. A few hobgoblin warlords have formed petty kingdoms here and there as a result.
You can be any race that I have access to except Drow, any class and of any nonevil alignment with stat point buy. You get max HP, standard equipment +300 GP and can buy magic items. I have the Core books plus Sword Coast Adventures, Tasha's Cauldron, Xanarthar's guide and Van Richten's Guide to Ravenloft- D&D 5e
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- Pathfinder 1e
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Phntm888's Kingmaker 2E Campaign
This will be a campaign of the Kingmaker Adventure Path, as updated for Pathfinder 2nd Edition. We will be using some optional rules for Pathfinder 2nd Edition. Despite these optional rules, this campaign will be as new-to-PF2 friendly as it can be. I will happily provide help to those who ask, and feedback to everyone when I review your character. We will also make use of the following external tools:
- Roll20 (combat maps)
- Google Sheets/Docs/Drawings (Kingdom Building/Hexploration)
I may also create a Discord for this game, as well, for OOC chatter ability.
For posting expectations, I would like to see a two to three times a week posting rate. I have some table-specific rules, as well:
- Speak to each other with respect and kindness. We're all people, let's act like it.
- No PvP. While I don't immediately expect the group to work together perfectly, I do expect everyone's characters to not actively (or passively) combat or undermine each other.
- If you will be unable to post for a period of time, please do notify me. I will do the same during periods where I will likely be unable to do so.
The advertising period has been opened for two weeks, until January 26th. Once the advertising period closes, those who have already posted a submission will have one more week to finish up their characters, until February 2nd. I will make choices the following Monday, February 5th, at which point we'll iron out some last minute details between party members and hopefully get started the first week of February. This campaign will have six players total. One spot is already filled due to that person requesting this campaign be run, so I will be accepting five other submissions total.
- Pathfinder 2e
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- Pathfinder 1e
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Powderhorn's One-Shots
Hail, brave adventurers! Your courage, cunning, and strength are sought for a quest of high intrigue and danger. An esteemed academic from the renowned city of Erilune has tasked you with a mission: to retrieve a potent arcane artifact hidden within the foreboding reaches of a sorcerer's lair near the isolated village of Elderglen.
About five days distant, the academic promises that this will be an easy journey, and anticipates your return in a fortnight. The reward for the artifact is a sizable 1000 silver pieces, enough to make it well-worth your while. However, the more savvy amongst you realize that 1000 silver for a simple "step and fetch" job is far more money than the task otherwise suggests. And besides, if it were so simple, the academic could just send a Grad Student, after all.
However, and perhaps against your better judgement, you have accepted this quest, and find yourself four days into your journey, a day's walk outside of Elderglen.
Players will be asked to create a character using the World's Without Number rules, as written. A free version of the rules is readily available online. To start with, this game is designed to be ran as a series of one-shot adventures. The idea is to allow people to have characters that progress, and potentially even die. At the end of each one-shot, there will be a chance to break, write a new adventure, re-recruit, retire characters as desired, roll new characters as desired, and continue on.
For this first adventure, as part of the migration to Baldr, my hope is to bring in new players. As such, new players will take priority, however I will also likely over-recruit, as I anticipate a high level of attrition with newer players, as is the nature of Play-by-Post. That means, if you're interested, regardless of whether you are brand new to the website or an old hand, please apply!
For myself, I am also fairly new to Worlds Without Number. It is a rules set that I find really interesting to read, but have not had a chance to practice as much as I would like. Patience will be needed all around, however I believe that, together, we can have a great time weaving a new myth!
- Worlds Without Number
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Tales Across the Multiverse
This is meant to be a one-stop shop for several one-shot games. Play-by-post games are slow, getting from level 1 to 20 can take years even in the fastest paced games. This is a chance to try out different concepts in a variety of setting and get a story from beginning, middle, to end. From a Githyanki raiding party riding dragons to take down an Illithid fleet in the Astral Sea, to farmers uncovering the mysteries of a terrible crime and the spirits that haunt to land... the possibilities are endless.
- D&D 5e
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Rin’s Storm King’s Thunder
Rin’s Storm King’s Thunder
What to Expect
Storm King’s Thunder is not a “ticking clock” adventure, meaning that the characters are under no pressure to end the giant threat quickly. The plots of the giant lords take months to unfold, giving the characters time to explore the North, travel from place to place, and entertain distractions.
Some players might feel a sense of urgency and stick to the main story line as much as possible, missing out on many elements of the adventure. Others might be willing to follow loose threads and stray from the main story, hoping to take the adventure in interesting new directions. The adventure allows for a fair amount of wandering.
If I begin to think the party has wandered too far away from the main plot, Harshnag will help steer you all back to the main story. Faction members can also re-instill a sense of growing urgency and point you all in the right direction.
Combat
In order to facilitate the speed of the game, I offload a lot traditional DM responsibilities on to you. I will post the statblocks of whatever your fighting along with their hit points. You will be expected to roll the enemies’ saves against your spells, and you’ll know instantly if your attacks have killed them.
Maps
I post battle maps. You will be expected to give me your location in your post as a Letter-Number coordinate: e.g., M23, Z6, A15, etc., unless you didn’t move, in which case, an em-dash (—) is fine. Diagonal movement is 1-2-1.
Deadly Encounters
Many of the encounters in this adventure are deadly by design. They test the players’ ability to make smart, informed decisions under pressure. A deadly encounter might be the only encounter the characters have on a given day (and assumes the party is at full strength), or it might be so overwhelming that the characters are expected to avoid combat at all costs.
One of the reasons that I want big parties, allow characters to roll stats, and have extra feats is that I also like to throw more stuff at them. The less I have to worry about a TPK, the more fun we can all have, and the less work I have to do carefully balancing encounters.
Introduction
You are about to embark on a great adventure that pits heroes against giants bent on reshaping the world. Storm King’s Thunder is a Dungeons & Dragons adventure for four to six player characters. You will start the adventure with a 1st-level character. The characters should reach at least 11th level by the adventure’s conclusion. Because giants figure prominently in the story, at least one character should be able to speak and understand the Giant language.
The adventure takes place in the Forgotten Realms, specifically in a region known as the Savage Frontier, in the northwest corner of the continent of Faerûn.
Adventure Background
The Savage Frontier (also known as the North) is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales. Isolated strongholds, ancient burial mounds, and the ruins of many forgotten empires dot this vast landscape. Bounded by the Sea of Swords to the west and the desert of Anauroch to the east, the Savage Frontier extends as far north as Icewind Dale and as far south as the town of Daggerford. Old roads stretch across this great expanse, linking the dwarven strongholds and mines in the mountains to the coastal settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities have sprung up, separated by dozens if not hundreds of miles of untamed wilderness haunted by bandits, barbarians, and monsters.
Giant RunesEvil dragons stirred into action by their dark queen, Tiamat, threatened the settlements of the Savage Frontier for a time. Ultimately, they were defeated and forced to withdraw to their lairs, while Tiamat was banished to the Nine Hells. Fear of the dragons’ wrath has faded quickly with the coming of a new threat: giants. The peoples of the North are no strangers to giant incursions. Frost giants have long claimed the Spine of the World as their demesne, and hill giants are known to scrounge for food in the untamed hills. But now, in the past couple of months, giants of every kind have emerged from their strongholds in force to threaten civilization as never before—and not just frost giants and hill giants, but also stone giants, fire giants, and cloud giants. All of the giants are in an uproar. Reports of giant attacks throughout the North have reached the coastal cities of Luskan, Neverwinter, and Waterdeep, stoking fears that the giants are waging war against humans, dwarves, elves, and other small folk.
- Dragons of Stormwreck Isle (1481 DR)
- Out of the Abyss (1485 DR or later)
- Tyranny of Dragons (Hoard of the Dragon Queen and Rise of Tiamat) (1489 DR)
- Icewind Dale: Rime of the Frostmaiden (Winter, 1489 DR)
- Storm King’s Thunder (Begins in 1490 DR)
Your character is free to mention any of the events in the adventures listed above that happened before Storm King’s Thunder begins. Obviously, because you’re a 1st-level character, you should not have participated in those events! However, there’s no reason your character wasn’t personally or tangentially affected by them.
In the Forgotten Realms setting, a week is ten days long and is referred to as a tenday. There are three tendays per month, and twelve months in a year. For more information on the calendar of the Forgotten Realms, see “The Calendar of Harptos” sidebar in chapter 1 of the Dungeon Master’s Guide.
1485 DR is “the Year of the Iron Dwarf’s Vengeance”, during which a horde of orcs waged war on the North before being driven back into the mountains. This conflict is referred to in this adventure as “the War of the Silver Marches”. The years that follow the Year of the Iron Dwarf’s Vengeance have similarly colorful names:
1486 DR, the Year of the Nether Mountain Scrolls
1487 DR, the Year of the Rune Lords Triumphant
1488 DR, the Year of Dwarvenkind Reborn
1489 DR, the Year of the Warrior Princess
1490 DR, the Year of the Star Walker’s Return
1491 DR, the Year of the Scarlet Witch
1492 DR, the Year of Three Ships Sailing
1493 DR, the Year of the Purple Dragons
The world of the Forgotten Realms uses the Calendar of Harptos, named after the long-dead wizard who invented it. Each year of 365 days is divided into twelve months of thirty days each, which roughly correspond to months in the real-world Gregorian calendar. Each month is divided into three tendays. Five special holidays fall between the months and mark the seasons. Another special holiday, Shieldmeet, is inserted into the calendar after Midsummer every four years, much like leap years in the modern Gregorian calendar.
Month Name Common Name 1 Hammer Deepwinter Annual holiday: Midwinter 2 Alturiak The Claw of Winter 3 Ches The Claw of the Sunsets 4 Tarsakh The Claw of the Storms Annual holiday: Greengrass 5 Mirtul The Melting 6 Kythorn The Time of Flowers 7 Flamerule Summertide Annual holiday: Midsummer Quadrennial holiday: Shieldmeet 8 Eleasias Highsun 9 Eleint The Fading Annual holiday: Highharvesttide 10 Marpenoth Leaffall 11 Uktar The Rotting Annual holiday: The Feast of the Moon 12 Nightal The Drawing Down The Ordning
Giant society (such as it is) is defined in large part by the ordning, a caste system imposed upon the giants by their gods, chief among them Annam the All-Father. The ordning determines where a giant stands among his or her ilk. Traditionally, storm giants have stood at the top of the ordning. Tall and powerful, they struggle to keep the weaker races of giants from despoiling the realms of small folk and sparking conflict. The greatest storm giants are powerful seers, skilled at identifying and interpreting cosmic signs and divine omens. The aloof and aristocratic cloud giants, one step below the storm giants, rarely condescend to deal with lesser giants or small folk. Extravagance defines their culture and their place in the ordning. Below them are the tyrannical, warmongering fire giants and the merciless, predatory frost giants. Fire giants rank themselves by their forging skill, whereas frost giants rank themselves by their martial prowess. Near the bottom of the ordning are the xenophobic stone giants, who mostly live underground and regard the surface world as a realm of dreams. How well they sculpt stone determines their place among their peers. The lowest and smallest of the true giants are the hill giants, as gluttonous as they are loathsome. Hill giants are dullards who live in fear of their more powerful giant cousins. In hill giant society, the biggest rule.
From Left to Right: King Hekaton, Queen Neri, Mirran, Nym, and SerissaDragons are the ancient enemies of giants. Thousands of years ago, the last great empire of giants—Ostoria—fell after a long and brutal conflict with dragons. Little of Ostoria remains in what is now called the Savage Frontier. The civilizations of small folk have taken over the land once ruled by giants. Although evil giants make occasional forays into territory settled by small folk, their ambitions have long been curtailed by their lack of cohesion and the imposition of good-aligned storm giants and cloud giants whose memories of ancient, glorious Ostoria have faded over time.
The recent efforts by dragons to bring Tiamat into the world (as told in the adventures Hoard of the Dragon Queen and The Rise of Tiamat) and the attempts by small folk to thwart them so upset the giant gods that Annam the All-Father shattered the ordning between the giants to break his “children” out of their complacency, pitting the six giant types against one another while keeping some semblance of order within each type. In so doing, Annam has spurred cloud, fire, frost, stone, and hill giants to challenge the established hierarchy and reforge their destiny. All the giants sensed the upheaval instantly, and now the giant types fiercely compete against one another, striving to create a new ordning through their deeds and accomplishments. These giants’ calamitous endeavors have not only put the settlements of humans and other small folk in jeopardy but also attracted the attention of the giants’ ancient enemies—the dragons—who will not abide the rise of another giant empire.
Small folk can only speculate as to the cause of the giants’ unrest. It remains to be seen whether the old ordning between the giant types will be restored, or whether a new hierarchy will replace the old one, knocking the storm giants from their lofty perch.
From Left to Right: Iymrith, Chief Guh, and Thane KayalithicaFactions in the North
The giants’ plots have far-reaching consequences for the Savage Frontier and the peoples who live there. Giant castles in the clouds have been seen drifting overhead, casting ominous shadows on the settlements of the North. Caravans and farmsteads have come under attack. Frost giant longships have begun terrorizing the Sword Coast. Various organizations throughout the North are justly concerned, and some have important roles to play in events yet to unfold.
The Emerald Enclave
The Emerald Enclave is a group of wilderness survivalists who preserve the natural order by rooting out unnatural threats. They struggle to keep civilization and the wilderness from destroying each other, and they help others survive the natural perils of the Savage Frontier.
As sightings of giants become more common, members of the Emerald Enclave begin to realize something is afoot. Hill giants laying waste to vast tracts of forest, stone giants leveling homesteads, frost giants endangering mountain passes, and fire giants rounding up slaves and putting grasslands and forests to the torch are enough to invoke the enclave’s wrath.
Goals
- Restore and preserve the natural order.
- Destroy all that is unnatural.
- Keep the elemental forces of the world in check.
- Keep civilization and the wilderness from destroying each other.
Beliefs
- The natural order must be respected and preserved.
- Forces that upset the natural order must be destroyed.
- Civilization and the wilderness must learn to coexist peacefully.
Member Traits
Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.
Ranks
- Springwarden (rank 1)
- Summerstrider (rank 2)
- Autumnreaver (rank 3)
- Winstalker (rank 4)
- Master of the Wild (rank 5)
The Harpers
The Harpers are spellcasters and spies who covertly oppose the abuse of power, magical or otherwise. Working alone or in small cells, they gather information throughout Faerûn, discern the political dynamics within each region, and help the weak, the poor, and the oppressed, acting openly only as a last resort.
The Harpers were instrumental in defeating Tiamat and ending the tyranny of dragons, and with reports of giant attacks on the rise, they see giants as an emergent threat to peace in the North. The Harpers don’t know why the giants are becoming so active all at once, or what their ultimate goals are. As yet, no major towns or cities have come under attack, although the Harpers expect that situation to change. Harpers are eager to recruit adventurers to help them combat the giant threat.
Goals
- Gather information throughout Faerûn.
- Promote fairness and equality by covert means.
- Thwart tyrants and leaders, governments, and organizations that grow too powerful.
- Aid the weak, poor and oppressed.
Beliefs
- One can never have too much information or arcane knowledge.
- Too much power leads to corruption. The abuse of magic must be closely monitored.
- No one should be powerless.
Member Traits
Harper agents are trained to act alone and rely on their own resources. When they get into scrapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions.
Ranks
- Watcher (rank 1)
- Harpshadow (rank 2)
- Brightcandle (rank 3)
- Wise Owl (rank 4)
- High Harper (rank 5)
The Lords’ Alliance
Various settlements of the North have banded together to form the Lords’ Alliance, a shaky coalition that proactively eliminates threats to their mutual safety and prosperity. Alliance leaders are often contentious, while their operatives seek honor and glory for themselves and their respective lords. Key representatives of the Lords’ Alliance include the canny Lord Dagult Neverember of Neverwinter, the resplendent Lady Laeral Silverhand of Waterdeep, the grave Lord Taern Hornblade of Silverymoon, and the willful Queen Dagnabbet of Mithral Hall.
With the aid of adventurers, the Lords’ Alliance thwarted Tiamat and her dragons. Alliance members aren’t about to let giants run roughshod over their settlements and plunder their farmsteads. Alliance members call on adventurers of every stripe to attack and kill giants on sight, promising rewards of 200 to 500 gold pieces for each giant head brought to their gates.
Rumors that the Lords’ Alliance was behind King Hekaton’s disappearance have not yet reached the alliance leaders. Were the alliance to learn of these rumors, its leaders would quietly investigate the veracity of the claims while publicly dismissing them.
Goals
- Ensure the safety and prosperity of cities and other settlements of Faerûn.
- Maintain a strong coalition against the forces of disorder.
- Proactively eliminate threats to the established powers.
- Bring honor and glory to one’s leaders and one’s homeland.
Beliefs
- If civilization is to survive, all must unite against the dark forces that threaten it.
- Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.
- Don’t wait for the enemy to come to you. The best defense is a strong offense.
Member Traits
To seek out and destroy threats to their homelands, agents of the Lords’ Alliance must be highly trained at what they do. Few can match their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords’ Alliance can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur.
Ranks
- Cloak (rank 1)
- Redknife (rank 2)
- Stingblade (rank 3)
- Warduke (rank 4)
- Lioncrown (rank 5)
The Order of the Gauntlet
Members of the Order of the Gauntlet seek to protect others from the depredations of evildoers. Placing their faith in deities such as Torm, Helm, and Tyr, they bring the strength of their faith, their hearts, and their weapons to bear against villainy.
Knights of the order and their loyal squires can be found throughout the North, gathering information on the giants, searching for their lairs, and aiding in the defense of settlements.
Goals
- Be armed and vigilant against evil.
- Identify evil threats such as secretive power groups and inherently evil creatures.
- Enforce justice.
- Enact retribution against evil actions—do not strike preemptively.
Beliefs
- Faith is the greatest weapon against evil—faith in one’s god, one’s friends, and one’s self.
- Battling evil is an extraordinary task that requires extraordinary strength and bravery.
- Punishing an evil act is just. Punishing an evil thought is not.
Member Traits
The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely-honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, “lone wolves” in this organization.
Ranks
- Chevall (rank 1)
- Marcheon (rank 2)
- Whitehawk (rank 3)
- Vindicator (rank 4)
- Righteous Hand (rank 5)
The Zhentarim (Characters may not be members of the Zhentarim)
The Zhentarim, also known as the Black Network, is an unscrupulous shadow network that seeks to expand its influence and power base throughout the North. Its members crave wealth and personal power, though the public face of the organization appears much more benign, offering the best mercenaries money can buy. Adventurers allied with the Zhentarim are free to profit as they see fit, either by helping or hindering the giants.
The Black Network has spies and operatives in every major northern settlement, and it doesn’t wish to see its footholds destroyed by rampaging giants. As it strives to protect its holdings, the Zhentarim also wants to understand the giants’ motivations. The leaders of the Black Network are open to the possibility of establishing trade relations with the giants or bribing them, if necessary, to ensure their own continued wealth and prosperity. At the same time, the Zhentarim profits by selling the services of mercenaries to those who can’t defend themselves.
Goals
- Amass wealth.
- Look for opportunities to seize power.
- Gain influence over important people and organizations.
- Dominate Faerûn.
Beliefs
- The Zhentarim is your family. You watch out for it, and it watches out for you.
- You are the master of your own destiny. Never be less than what you deserve to be.
- Everything—and everyone—has a price.
Member Traits
A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. It promises “the best of the best,” although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members.
Ranks
- Fang (rank 1)
- Wolf (rank 2)
- Viper (rank 3)
- Ardragon (rank 4)
- Dread Lord (rank 5)
From Left to Right: Jarl Storvald, Duke Zalto, and Countess Sansuri
Available Source BooksYou may use any most lineage, backgrounds, and class features from the following books:
- Core: Player’s Handbook
- Core: Monster Manual
- Core: Dungeon Master’s Guide
- Supplement: Xanathar’s Guide to Everything
- Supplement: Tasha’s Cauldron of Everything
- Supplement: Fizban’s Treasury of Dragons
- Supplement: Mordenkainen Presents: Monsters of the Multiverse
- Supplement: Bigby Presents: Glory of the Giants
- Setting: Sword Coast Adventurer’s Guide
- Special: Because I really like the Investigator background and the Rogue Inquisitor subclass, those are both available from Van Richten’s Guide to Ravenloft, even though none of the other options are.
If an option occurs in more than one book, you must use the most recently published book. For example, both SCAG and MPMM list the Genasi lineages. You must use the MPMM version.
- D&D 5e
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Savage Arkham
1. Start as Novice with two advances. One advance can optionally be switched for the Great War package, and one optionally for a Profession package (see post).
2. Sanity (SAN) a necessary setting stat, calculated (like parry, toughness) as SPI/2 +2
3. A key part of the character’s identity is their profession, which will determine their credit rating, networking and CK bonuses.
4. Languages. Using the Multiple Languages option, characters know a number equal to half their SMA. The linguistics edge allows languages equal to SMA.
5. Money and possessions. We’ll use a resources die (no $ values on char sheet please) to handle money as per optional rule.
6. One gritty rule. Characters who take more than three wounds in a turn are killed without recourse to a soak or incapacitation roll.
7. Game expectations are important—please read before applying.
- Savage Worlds Adventure Edition (SWADE)
- closes May 19
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- D&D 5e
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- GURPS
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Tomb of Annihilation
Tomb of Annihilation: What is this mysterious death curse? Will our intrepid adventurers and their allies find a means of stopping it? Find out in the episodic adventures of our heroes as they explore the jungles and ruins of Chult.
- D&D 5e
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- D&D 3.5e
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- D&D 5e
- closes April 19
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- Pathfinder 1e
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The World of Elissar
THE WORLD OF ELISSAR
YOUR GRAND ADVENTURE AWAITS!
All is not well in Hengistbury. Children have been disappearing into the Weirwood; howls of an unearthly nature have been echoing across the Fogmoor; and Three-Fingered Jake has been spreading rumors of treasure and hauntings in the ruins of Brockendale Castle. All this aside, however, tonight is a warm, balmy evening. Many of the villagers are gathered in and outside the Bleeding Heart Tavern, and troubles seem far away.Well, except for that dragon in Skull Mountain...
Welcome to the World of Elissar; where we are about to embark on a journey of epic storytelling. As we tell the tale of how a handful of brave souls saved the kingdom. Our grand tale will be told in four memorable acts!
ACT ONE
The opening act will take our characters from levels 1-3, gently introducing the players to some of the new Advanced 5th Edition rules changes as we go. This act is geared toward introducing experienced players of D&D 5th Edition to the changes presented in Advanced 5th Edition Level Up.ACT TWO
But the journey is not so simple. To get there and succeed the party must win the hearts and minds of townsfolk, best fey of all sorts, overcome the trickery of fiends, fight corruption in ancient forests, travel the tunnels of Underland, and much more as they equip themselves with powerful artifacts for the battle of a lifetime!ACT THREE
Can they find the source of primordial wickedness before it engineers an even darker age to enshroud the world? What lies ahead includes spooky sandbox settlements, several dungeon crawls, and a dangerous finale filled with intrigue.ACT FOUR
This peace is soon to be shattered however as the local dabbler of the arcane takes his studies too far, undertaking rituals that will endanger not just Holdenshire or Endora, but Elissar itself!CHARACTER CREATION Character Creation & Play Guidelines: This document has everything you need to participate in one of my games. Includes rules for character creation guidelines and much more.
Character Creation and Play Version 3.0 - Files - Myth-Weavers
Character Submissions: You will also need to start a thread in the application thread for your submission.
If you have any questions about my rules for character building, setting, or any thoughts about character backgrounds, or to request that I review your character then you can do so by using the links below.Application Questions & Answers - Applications - Myth-Weavers
Setting Questions and Answers - Applications - Myth-Weavers
Generating Ability Scores: The first post in your character thread should contain your ability score generation and nothing else. To determine your ability scores, roll four 6-sided dice and sum up the three highest rolls. Repeat this process six times to generate your stats. If you are new to Myth-Weavers a guide to how to use the dice roller is available.Dice Tower - Articles - Myth-Weavers
Allocate these rolled numbers to your desired ability scores by noting them accordingly in the first post. Should the sum of your rolled stats be below 72, you have the option to exchange them for a standard set of scores: 15, 14, 13, 12, 10, and 8. If you use the standard array instead of your rolls please note that in the first post as well.
Character Thread Template: You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. By keeping this post current in your character thread, you eliminate the need for a separate Myth-Weavers character sheet. Ensure that your posting template provides a link to your character thread for convenient reference. The character template should be the second post in your application.
Character Posting Template: The third post in your application should be your posting template. I have created one that you can feel free to copy and use if you like. (See Character Thread Template link above.)
FREE ONLINE RESOURCES Main Website
Level Up: Advanced 5th Edition (A5E) (levelup5e.com)
All the Rules
Character Creation Walkthrough
Character Walkthrough | Level Up (a5e.tools)
TECHNICAL STUFF Application Deadline: May 14th, 2024 midnight (US Central Standard Time)
Post Requirements: Minimum posting rate of two to three times per week.
Party Size: Looking for 5 players.
Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!- Level Up 5e
- closes May 14