D&D 5E [OOC] Creamsteak's Storm King's Thunder

Creamsteak

Explorer
Storm King's Thunder: Waterdeep, Triboar, Goldenfields, OOC, RG

I've decided to just make another pass at this game since the boards were kill. I've decided to set this game in the same "world" as my Princes of the Apocalypse game. This doesn't change much, it's still mostly straight Forgotten Realms, but it could mean some minor things. It's fine if players are in both games for what it's worth. The scale of the two parties power levels means they probably won't ever directly interact.

I had seven players interested, aiming for an eighth, going to split the game into two groups.

Rules Information
Standard starting gear or starting wealth (average) plus 500 gp, standard point buy, average hp for levels greater than 1, start at 5th level, human variant is allowed, most races are allowed, newest unearthed arcanna ranger is allowed, unearthed arcana favored soul and mystic is allowed, sword coast content is allowed, ask any other questions you need answered. Let me know if anyone wants an "Adventuring Guild Member" background which would tie you in slightly with the other campaign. I will allow the "sane magic items" pricing list found below. I will be using a variant "group" initiative system to make my life easier running the combats.

https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view

General Information
This game will feature giants. It will have a lot less dungeon crawls and a lot more overland travel. Many adventuring days will consist of something like a single deadly encounter, not a large string of smaller encounters. The general tone of the adventure is that there may be other solutions to problems besides fighting them, though it may take a lot of fighting to find a solution that avoids more conflict. Characters can be of any alignment or motivation, but are expected to be somewhat cooperative. You could end up fighting against "good" factions just as much as "evil" all depending on motivations. The campaign will have a somewhat sandbox into a funnel structure, with a very open campaign after the start, but with a lot of things pointing towards pieces of a particular plot.
 
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Steve Gorak

Adventurer
Same submission as before:

[sblock=Davaros]
cool paladin.jpg
Name: Lord Davaros Silverfist
Sex: Male
Race: Human
Class/Level: Paladin 5 (Vengence)
Alignment: Lawful good (stong Neutral Good tendencies due to recent lifechanging events)
Size: Medium
Type (Subtype): Humanoid (Human)
Init: +0
Senses: N/A
Passive Perception: 11


DEFENSE
AC: 16 (+6 chain mail)
HP: 44 (10+24 paladin +10 con)
Saves: Wisdom & Charisma
Special Defenses:
Divine health: immune to diseases

OFFENSE
Speed: 30ft


Melee:
Code:
Weapons         Attack Damage  Type  Range      Property
Maul             +6    2d6+3    B    -          Heavy, two-handed
Greatsword       +6    2d6+3    S    -          Heavy, two-handed
javelins         +6    1d6+3    P    30/120     Thrown	
Handaxe          +6    1d6+3    S    20/60      Light, thrown
Longsword        +6    1d8+3    S    -          Versatile (1d10)
Flail            +6    1d8+3    B

SPECIAL ATTACKS: see Great weapon master feat, extra attack


FEATS:
Great weapon master
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one,
you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5
penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage



STATISTICS
Str 18 (+4) [+1 human, +2 lvl 4]
Dex 10 (+0)
Con 14 (+2)
Int 8 (-1)
Wis 8 (-1)
Cha 16 (+3) [+1 human]


SKILLS Proficiencies in bold: 1 human, 2 paladin, 2 background

+0 (dex) Acrobatics
-1 (wis) Animal Handling
-1 (int) Arcana
+7 (str) Athletics - from Background
+3 (cha) Deception
-1 (int) History
-1 (wis) Insight - From Background
+3 (cha) Intimidation
-1 (int) Investigation
-1 (wis) Medicine
-1 (int) Nature
+2 (wis) Perception - From Human
+3 (cha) Performance
+6 (cha) Persuasion - from Paladin
-1 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth
+2 (wis) Survival - From background


TOOL PROFICIENCIES: none
LANGUAGES:Common, elvish (human), Giant (background), dwarf (background)


RACE FEATURES
Languages: Common + 1 additional language (elvish)
Skills: proficient in one skills of your choice (perception)


BACKGROUND FEATURES Noble & outlander hybrid
Feature: Position of privilege
Skill Proficiencies: Athletics, survival
Language: 2 extra languages (Giant, dwarf)
Tools: -


CLASS FEATURES - Paladin
Proficiencies all armor, shields and weapons
Divine Sense As an action, you can open your awareness to detect such forces. Until the end o f your
next turn, you know the location o f any celestial, fiend, or undead within 60 feet of you that is not behind total cover
Can use this ability 4 times /long rest
Lay on Hands 5hp
Great wepon fighting style reroll 1 or 2 on damage dice of weapon wielding with two hands
Divine smite
Divine health immune to disease
Sacred oath oath of vengence
extra attack


Channel divinity must then finish a short or long rest to use your Channel Divinity again
Abjure Enemy As an action, you present your holy symbol and sp eak a prayer of denunciation,
using your Channel Divinity. Choose one creature within 60 feet of you that you can see.
That creature must make a Wisdom saving throw, unless it is immune to being frightened.
Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage.
While frightened, the creature’s speed is 0, and it can’t benefit from any
bonus to its speed.
On a su cce ssfu l save, the creature’s sp e e d is halved
for 1 minute or until the creature takes any damage.
Vow o f Enmity.A s a bonus action, you can utter a vow
o f enmity against a creature you can see within 10 feet
o f you, using your Channel Divinity. You gain advantage
on attack rolls against the creature for 1 minute or until
it drops to 0 hit points or falls unconscious



Spells known:
TBD

[sblock=EQUIPMENT]
Equipment (class)
• two martial weapons:
Greatsword 2d6 S 6 lb. Heavy, two-handed
maul 2d6 B 6 lb. Heavy, two-handed
• five javelins
• an explorer’s pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
• Chain mail and a holy symbol made of crystal, also used as arcane focus (around neck over shirt - substracted 10gp from wealth for this)

Equipment (noble): A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Additional equipment purchased (500gp available)
15 gp 3x Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
15 gp Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)


0.01 gp whetstone
2 gp Traveller's clothes
10 gp ink - 1 ounce bottle
1 gp 10 sheets of parchment
2cp ink pen

Money: =TBD gp[/sblock]

Personality Trait: No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me.
Bond: The common folk must see me as a hero of the people.
Flaw: I secretly believe that I am the chosen one.


Physical Appearance:
Davaros is a muscular man with black hair and facial hair he usually trims every morning.
He is 19 years old but looks a bit older, as if he were in his mid twenties.


Backstory:
Davaros' is originally from XXXX. He is the sole survivor of his noble house. Indeed, the family keep was attacked by giants when he was 13, and his entire family was killed. Davaros survived in the wild for a few years, and ended up in a monastery that paid tribute to Torm.

He noble heritage was recognized, and he was trained as a paladin. He had vowed to avenge his family, and now he had the capability to do so.[/sblock]
 

Shayuri

First Post
Since a bunch of my games were taken down, I might go in for this. A new ranger or maybe feylock or barbarian are knocking around in my head...
 

Kobold Stew

Last Guy in the Airlock
Supporter
kong_ride_by_lehuss-d6y6qb1.jpg

Bellalalalinda ("Bell") L. O.

Forest Gnome Ranger 6 (Beastmaster)

Str 8 (-1, save +2)
Dex 16 (+3, save +6)
Int 14 (+2, adv. vs. magic)
Wis 14 (+2, adv. vs. magic)
Con 13 (+1)
Cha 10 (+0, adv. vs. magic)

Size S
Speed 25, Climb 25, Swim 25.
AC 17 
Init +3 (advantage)
Hit Points: 45 (6d10)

Inspiration: 0

Proficiency bonus: +3
Proficiencies: simple and melee weapons, light and medium armour, shields 
Skills: Athletics, Perception, Stealth, Investigation, Survival
Tools: Herbalism kit
Languages: Common, Gnomish, Goblin, Giant

Attacks:
Light Crossbow, 1d20+6 to hit, 1d8+3 piercing damage (+4 vs humanoids and giants), 2-handed 
Short Sword, 1d20+6 to hit, 1d6+3 piercing damage

Background: Castaway (custom)
* skills: Acrobatics, Survival
* tools: Herbalism kit, language
* feature: All Eyes on You (SCAG)

Forest Gnome
* darkvision 60’
* Advantage on Int, Wis, and Cha saves vs. magic
* Cantrip: Minor illusion (DC 13)
* Speak with small beasts.

Ranger abilities:
* Greater Favoured Enemy: Humanoids and Giants
- +4 damage with weapon attacks
- advantage on Wis (survival) checks to track and on int. checks to recall info.
* Natural Explorer
- ignore difficult terrain
- advantage on initiative
- advantage in round 1 on attack rolls on creatures that haven’t acted.
- when travelling for an hour or more:
-- difficult terrain doesn't’ slow group
-- can’t be lost non-magically
-- remain alert, even when doing something else
-- if alone, can move stealthily at normal pace
-- 2x food from foraging
-- when tracking, learn numbers, sizes, and how long ago they passed.
* Fighting Style: Mariner.
- +1 AC if in Light or Med armour, no shield
- climb/swim speeds = to move.
* Spellcasting 
- slots: 4x level 1, 2x level 2 (DC: 13)
- 4 spells known:
-- level 1: Hunter’s Mark, Goodberry, Cure Wounds 
-- level 2: Spike Growth 
* Primeval awareness
- as action, communicate simple ideas to beasts, etc. (not vs creatures attacked in past 10 min.)
- attune senses to see if favoured enemies lurk nearby: 1 min concentration gives numbers, direction, and distance w/in 5 miles
* Animal Companion 
- replace animal companion with 8 hrs and 50gp of herbs and food; resurrect with 25gp worth.
* Companion’s Bond: Ape (see below)
- rolls own init, obeys commands
* Coordinated attack: if my companion can see me on my turn, it can uses its reaction to make a melee attack

Feat: 
* Lucky: 3 luck points/long rest. Spend one to re-roll an attack, save, or check, or an attack against me.

Skills 
+6 (dex) Acrobatics [P]
+2 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics
+0 (cha) Deception
+2 (int) History 
+2 (wis) Insight
+0 (cha) Intimidation
+5 (int) Investigation [P]
+2 (wis) Medicine
+2 (int) Nature
+5 (wis) Perception [P]
+0 (cha) Performance
+0 (cha) Persuasion
+2 (int) Religion
+3 (dex) Sleight of Hand
+6 (dex) Stealth [P]
+5 (wis) Survival [P]

Whistler
Ape Companion (level 6)
AC 12 +3 prof = 15
HP 19 (3d8+6) > 6d8+12 = 40 
Speed 30’, climb 30’
STR 18, DEX 14, INT 6 WIS 12 CON 14 CHA 7
Skills: Athletics +7, Perception +4 (passive 14), Stealth +5, Insight +4

Other:
* add proficiency to AC, damage, and all saves
* ASI to strength

Attacks: 
Fist 1d20+7 1d6+7 bludgeoning 
Rock 1d20+7 (25/50), 1d6+7 bludgeoning

Bond: would give my life for Bellalalalinda
Trait: Will helpfully groom any of my allies
Flaw: blames self when things go wrong

Equipment: (650 gp starting, - 50 for companion)

“rare herbs and fine food” x 2 = 50gp
Light crossbow (25 gp)
- 40 bolts (2gp)
shortsword x 2 (20gp)
Breastplate (400 gp)
Component pouch (25gp)
traveller's clothes (2gp)
Backpack (2gp)
- Herbalism kit (5gp)
- bedroll (2gp)
- fine clothes (15gp)
- 50' silken rope (10gp)
- crowbar (2gp)
- robes for Whistler (1gp)
- 41gp

[sblock="Level 5"]Forest Gnome Ranger 5 (Beastmaster)

Str 8 (-1, save +2)
Dex 16 (+3, save +6)
Int 14 (+2, adv. vs. magic)
Wis 14 (+2, adv. vs. magic)
Con 13 (+1)
Cha 10 (+0, adv. vs. magic)

(points spent: 0, 9+r, 4+r, 7, 5, 2 = 27)

Size S
Speed 25, Climb 25, Swim 25.
AC 17
Init +3 (advantage)
Hit Points: 39 (5d10)

Inspiration: 0

Proficiency bonus: +3
Proficiencies: simple and melee weapons, light and medium armour, shields
Skills: Athletics, Perception, Stealth, Investigation, Survival
Tools: Herbalism kit
Languages: Common, Gnomish, Goblin, Giant

Attacks:
Light Crossbow, 1d20+6 to hit, 1d8+3 piercing damage (+2 vs humanoids), 2-handed
Short Sword, 1d20+6 to hit, 1d6+3 piercing damage

Background: Castaway (custom)
* skills: Acrobatics, Survival
* tools: Herbalism kit, language
* feature: All Eyes on You (SCAG)

Forest Gnome
* darkvision 60’
* Advantage on Int, Wis, and Cha saves vs. magic
* Cantrip: Minor illusion (DC 13)
* Speak with small beasts.

Ranger abilities:
* Favoured Enemy: Humanoids
- +2 damage with weapon attacks
- advantage on Wis (survival) checks to track and on int. checks to recall info.
* Natural Explorer
- ignore difficult terrain
- advantage on initiative
- advantage in round 1 on attack rolls on creatures that haven’t acted.
- when travelling for an hour or more:
-- difficult terrain doesn't’ slow group
-- can’t be lost non-magically
-- remain alert, even when doing something else
-- if alone, can move stealthily at normal pace
-- 2x food from foraging
-- when tracking, learn numbers, sizes, and how long ago they passed.
* Fighting Style: Mariner.
- +1 AC if in Light or Med armour, no shield
- climb/swim speeds = to move.
* Spellcasting
- slots: 4x level 1, 2x level 2 (DC: 13)
- 4 spells known:
-- level 1: Hunter’s Mark, Goodberry, Cure Wounds
-- level 2: Spike Growth
* Primeval awareness
- as action, communicate simple ideas to beasts, etc. (not vs creatures attacked in past 10 min.)
- attune senses to see if favoured enemies lurk nearby: 1 min concentration gives numbers, direction, and distance w/in 5 miles
* Animal Companion
- replace animal companion with 8 hrs and 50gp of herbs and food; resurrect with 25gp worth.
* Companion’s Bond: Ape (see below)
- rolls own init, obeys commands
* Coordinated attack: if my companion can see me on my turn, it can uses its reaction to make a melee attack

Feat:
* Lucky: 3 luck points/long rest. Spend one to re-roll an attack, save, or check, or an attack against me.

Skills
+6 (dex) Acrobatics [P]
+2 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics
+0 (cha) Deception
+2 (int) History
+2 (wis) Insight
+0 (cha) Intimidation
+5 (int) Investigation [P]
+2 (wis) Medicine
+2 (int) Nature
+5 (wis) Perception [P]
+0 (cha) Performance
+0 (cha) Persuasion
+2 (int) Religion
+3 (dex) Sleight of Hand
+6 (dex) Stealth [P]
+5 (wis) Survival [P]

Characteristics:
Personality:
Ideal:
Bond:
Flaw:

Whistler
Ape Companion (level 5)
AC 12 +3 prof = 15
HP 19 (3d8+6) > 5d8+10 = 33
Speed 30’, climb 30’
STR 18, DEX 14, INT 6 WIS 12 CON 14 CHA 7
Skills: Athletics +7, Perception +4 (passive 14), Stealth +5, Insight +4

Other:
* add proficiency to AC, damage, and all saves
* ASI to strength

Attacks:
Fist 1d20+7 1d6+7 bludgeoning
Rock 1d20+7 (25/50), 1d6+7 bludgeoning

Bond: would give my life for Bellalalalinda
Trait: Will helpfully groom any of my allies
Flaw: blames self when things go wrong

Equipment: (650 gp starting, - 50 for companion)

“rare herbs and fine food” x 2 = 50gp
Light crossbow (25 gp)
- 40 bolts (2gp)
shortsword x 2 (20gp)
Breastplate (400 gp)
Component pouch (25gp)
traveller's clothes (2gp)
Backpack (2gp)
- Herbalism kit (5gp)
- bedroll (2gp)
- fine clothes (15gp)
- 50' silken rope (10gp)
- crowbar (2gp)
- robes for Whistler (1gp)
- 41gp


To do:
* bonds and background[/sblock]
 
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GreenKarl

First Post
Uric.jpg

Uric Wargson
Human Male 5th level Fighter (Champion)
Background: Outlander (Tribal Marauder)
Personality: I am driven by a wanderlust that led me away from my home.
Ideal: Glory – I must earn glory in battle, for myself and my clan
Bond: I am the last of my tribe and it is up to me to ensure that their names enter legend.
Flaw: There is no room for caution in a life lived to the fullest.
Alignment: Neutral Good

Armor Class: 19 (Splint Mail +Shield; Disadvantage on Stealth checks)
Hit Points: 45 (13 + 9 x 4 levels)
Speed: 40ft
STR: 18 (+4), DEX: 14 (+2), CON: 16 (+3), INT: 8 (-1), WIS: 11 (+0), CHA: 10 (+2)

Proficiency Bonus: +3
Saving Throws: Strength (+7) and Constitution (+6)
Skills: Animal Handling +3, Athletics +7, Intimidate +3, Perception +3, Survival +3
Tools: Musical Instrument (flute) +3
Senses: Passive Perception 13
Languages: Common, Giant

Fighting Style: Dueling (when wielding only one handed melee weapon +2 damage)
Second Wind: on your turn you can use a Bonus Action to regain 10+5 hit points. Must finish a short or long rest to use again.
Action Surge: on your turn, you can take one additional action, on top of your regular and a possible bonus action. Must finish a short or long rest to use again.
Champion: Improved Critical, your weapon attack score a critical on a roll of a 19 or 20.
Extra Attack: you can attack twice instead of once whenever you take an Attack action.
Mobility Feat: add +10ft to base Speed, if you use the Dash action difficult terrain doesn’t cost extra movement, when you make a melee attack against a creature you don’t provoke opportunity attacks from that creature for the rest of your turn.

Attacks: Long Sword: +7 to hit, damage 1d8+6 (or +4 with two weapons), critical 19-20
Hand Axe: +7 to hit, damage 1d6+6 (or +4 if two weapons), Thrown range 20/60, critical 19-20
Dagger: +7 to hit, damage 1d4+6 (or +4 with two weapons), Thrown range 20/60, critical 19-20
Long Bow: +5 to hit, damage 1d8+2, Range 150/600, critical 19-20

Equipment: Splint Mail (200gp), Shield (starting), Long Sword (starting), 3 Hand Axes (two starting, 5gp), Dagger (2gp), Long Bow (starting), Arrows (20, 1gp), Quiver (1gp), Explorer’s Pack (starting; backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hemp robe strapped to the side of the backpack), Flute (2gp)
Coin on Hand: 189gp

[sblock=BUILDING]
STR - 15 (9) +1 human variant, +2 4th level increase
DEX - 14 (5)
CON - 15 (9) +1 human variant
INT -8 (0)
WIS -10 (2)
CHA -10 (2)

Fighter Skills – Animal Handling and Intimidate
Human Variate: Skill – Perception, Feat: Mobility
Background – Skills: Athletics, Survival, Tools: One musical (flute), Language - Giant[/sblock]
 
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Jago

Explorer
Goddamnit I lost my character.
Le Sigh.

I'll try and rebuild, as before I'm going Human Variant, UA Ranger (Deep Stalker)
 

Jago

Explorer
My God I can access the Cache of the old thread but only the first page, talk about a tease.

However, I did save this one on my Phone App as well, just need some time to type him out. Just lost the damn backstory, grumblegrumblegrumble.
 

Shayuri

First Post
Kobold, that is too awesome a picture to deprive you of the beastmaster ranger, even though I do want to try that at some point in a game. :) Consider it yours.

...

Looking at the current roster, it seems we have a good selection of 'heavies.' I'm thinking a spellcaster of some stripe now. A warlock or sorceror, perhaps. In particular, I may be interested in the Storm Sorceror from the SCAG, or the Favored Soul from UA...still chewing them over to see what makes me happiest.
 
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Yavathol

Explorer
Gul Torast, level 5 (Warlock 2, Evoker 3) Variant Human
STR 10 DEX 14 (+1 feat) CON 12 INT 16 (+1 racial)
WIS 10 CHA 14 (+1 racial)
Saving Throws: Wis(+3), Cha(+5)
hp: 30/30
AC: 18 (Scale + Shield, Disadvantage on Stealth)
Passive Perception: 10

1st level Spells/day: 4/4
2nd level Spells/day: 2/2
Pact Magic(1st): 2

Hit Dice: 3d6+2d8(max 3d6+2d8)
Initiative: +2
Proficiency Bonus: +3
Alignment: NG
Skill Proficiencies: Arcana +6, Religion +6, Investigation +6, Stealth +5, Survival +3
Darkvision: 120' as normal light
Age: 28 Sex: Male Size: Medium Speed: 20
Languages: Common, Giant, Infernal, Draconic

[sblock=Background]
Acolyte/Heretic
Traits: I feel a strong moral duty to help people, I'm intrigued by secrets and gossip
Ideal: People are important, only by working together can we improve our conditions
Flaw: Sometimes my curiosity exceeds my wisdom
Bond: I came very close to selling my soul for knowledge, I must use the power I gained for good[/sblock]

[sblock=Abilities]
Human Feat: Moderately Armored
Otherworldly Patron: Fiend
Invocations: Fiendish Vigor, Devils Sight
Spell Recovery: Up to 2 spell levels
Sculpt Spells: 1+spell level takes no damage[/sblock]

[sblock=Spellcasting]
Wizard Spell Save DC: 14, Spell Attack: +6, replenish after long rest
Warlock Spell Save DC: 13, Spell Attack: +5, replenish after short rest
Concentration saves: +1
Cantrips: Sword Burst, Mage Hand, Shocking Grasp, Eldritch Blast, Poison Spray
1st level spells: *Burning Hands, *Hellish Rebuke, *Shield,
*Hex,
*Grease,*Thunderwave,
Detect Magic
2nd level spells:
*Darkness, *Mirror Image, Spider Climb,
*Suggestion
* Prepared[/sblock]

[sblock=Equipment]Scale mail, shield, dungeoneers pack, arcane focus, dagger, holy water x2, potion of healing x2, riding horse, spare travellers clothes, 225gp[/sblock]

[sblock=Description & Background] A handsome man of average height, Gul wears clothes suitable for the North, and seems like a native, but his accent still reveals his Waterdhavian origins. He comes across as sincere, though possibly a little nosy and is generally good company, able to converse on a wide range of subjects.
259eixe.jpg

Image by http://bogdan-mrk.deviantart.com/

When Gul was a teenager in Waterdeep, he studied magic at one of the colleges. He joined a secret society, excited by the intrigue while being slightly naive. It transpired that the group was a front for a group of diabolists who were making pacts with fiends. When Gul realised what was really going on, he left the cult, and Waterdeep, ending up in the Frozen North where he has put his past behind him. Though he retains a small measure of power from the pacts he made, he has sworn to use this power for good, and to focus on the harder, longer road to arcane power through study of the Weave and worship of Mystra.[/sblock]
 
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Shayuri

First Post
Okay. I think I'm feeling a feylock 'control' specialist. You guys look like raw damage won't be a problem, but some control effects would make things easier.
 

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