Welcome everyone to Storm King's Thunder/Against the Giants campaign.
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 of course GIANTS.
Good luck survuving in the North.
[sblock=CHARACTER GENE]
Abilities:
- 4d6(HIGH 3) six times and then assign as you wish - This is something else I think doesn't get used enough. I believe half the fun is working with what the dice gods give you and this always leads to some interesting personas.
Races:
- PHB plus
-- gray dwarf
-- deep gnome
-- ghostwise halfling
-- half-elf variants (all but aquatic)
-- tiefling variants (all but winged)
-- aasimar (protector or scourge only)
Note: Only one character in the party may be from an Underdark Race. And we will be using the human language option (pg.112).
Classes:
STARTING LVL 1 <multiclassing not allowed until reaching 4th lvl>
Following classes and options only to start:
Barbarian:
- Battlerager
- Totem (elk or tiger)
Cleric:
- Domain; Arcana
Fighter:
- Purple Dragon Knight
Monk:
- Way of the Long Death
- Way of the Sun Soul
Paladin:
- Oath of the Crown
Rogue:
- Mastermind
- Swashbuckler
Sorcerer:
- Storm Sorcery
- Wild Magic
Warlock:
- The Undying
Wizard:
- Arcane Traditions; Bladesinger or War
Notes:
- When multiclassing you are free to chose any class/option in the PHB, SCAG, or XGE
- Sorcerers, Warlocks, and Wizards must take one of the following cantrips as part of their known cantrips: booming blade, green-flame blade, lightning lure, or sword burst
Backgrounds:
- SCAG only
Feats:
- are allowed
Alignment:
- any but evil
Equipment:
- Max starting wealth for your chosen class to buy equipment. Plus group may pool leftover gold to buy group healing potions if they wish.
Hit Points:
- Max HP at all lvls
Special Note: Arguments can be made to add in other class options (Barbarian Bear Totem) or even classes (Ranger/Hunter, fave enemy-giants fits the game nicely), but that usually leads to five seperate characters instead of a group of heroes. I would like us as a group to build up the party given the SCAG limitation. If as we discuss options and what not it seems a second full healer would be best, but two Arcana Clerics is a bit much, we could look into other options.[/sblock]
Party:
1. FitzTheRuke - male half-orc fighter (purple knight)
2. Searinox Nagharha - male elf wizard (bladesinger)
3. JustinCase - male human warlock (undying)
4. jumucchiello - male human swashbuckling rogue
5. tglassy - male human arcane cleric
6. hero4hire - male halfling totem warrior barbarian
LINKS:
OOC
IC
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 of course GIANTS.
Good luck survuving in the North.
[sblock=CHARACTER GENE]
Abilities:
- 4d6(HIGH 3) six times and then assign as you wish - This is something else I think doesn't get used enough. I believe half the fun is working with what the dice gods give you and this always leads to some interesting personas.
Races:
- PHB plus
-- gray dwarf
-- deep gnome
-- ghostwise halfling
-- half-elf variants (all but aquatic)
-- tiefling variants (all but winged)
-- aasimar (protector or scourge only)
Note: Only one character in the party may be from an Underdark Race. And we will be using the human language option (pg.112).
Classes:
STARTING LVL 1 <multiclassing not allowed until reaching 4th lvl>
Following classes and options only to start:
Barbarian:
- Battlerager
- Totem (elk or tiger)
Cleric:
- Domain; Arcana
Fighter:
- Purple Dragon Knight
Monk:
- Way of the Long Death
- Way of the Sun Soul
Paladin:
- Oath of the Crown
Rogue:
- Mastermind
- Swashbuckler
Sorcerer:
- Storm Sorcery
- Wild Magic
Warlock:
- The Undying
Wizard:
- Arcane Traditions; Bladesinger or War
Notes:
- When multiclassing you are free to chose any class/option in the PHB, SCAG, or XGE
- Sorcerers, Warlocks, and Wizards must take one of the following cantrips as part of their known cantrips: booming blade, green-flame blade, lightning lure, or sword burst
Backgrounds:
- SCAG only
Feats:
- are allowed
Alignment:
- any but evil
Equipment:
- Max starting wealth for your chosen class to buy equipment. Plus group may pool leftover gold to buy group healing potions if they wish.
Hit Points:
- Max HP at all lvls
Special Note: Arguments can be made to add in other class options (Barbarian Bear Totem) or even classes (Ranger/Hunter, fave enemy-giants fits the game nicely), but that usually leads to five seperate characters instead of a group of heroes. I would like us as a group to build up the party given the SCAG limitation. If as we discuss options and what not it seems a second full healer would be best, but two Arcana Clerics is a bit much, we could look into other options.[/sblock]
Party:
1. FitzTheRuke - male half-orc fighter (purple knight)
2. Searinox Nagharha - male elf wizard (bladesinger)
3. JustinCase - male human warlock (undying)
4. jumucchiello - male human swashbuckling rogue
5. tglassy - male human arcane cleric
6. hero4hire - male halfling totem warrior barbarian
LINKS:
OOC
IC
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