A storm is coming. Cracks of thunder that shake the very foundation of the sword coast. Bolts of lightning leave behind naught but ruin. Will you hold steadfast against the tempest, or will you be washed away? Adventure: Storm King's Thunder, an epic giant-focused adventure that stretches from level 1-20 and beyond, full of deadly combat, sandbox exploration, intrigue, politics, and multiple factions vying for dominance. You will join our current band of heroes at the 7 th level , just after they begin chapter four of the adventure. Style: I like to emphasize creativity and player freedom. You'll be rewarded for coming up to solutions to problems I had not considered, and for going off the beaten track. The game is about the narrative experience, and having fun. The handbook is more of a guideline than actual rules. My biggest inspirations and influences are Chris Perkins, Matt Mercer, and the Angry GM. New players welcome! Game: We'll be playing in Dungeons and Dragons 5th edition, with players able to use all options in the Player's Handbook, Volo's Guide to Monsters, the Elemental Evil Player's Companion, and the Sword Coast Adventurer's Guide for character creation. Unearthed Arcana and homebrew are allowed on a case by case basis. Aarakocra and variant humans are fine. 18+: This is a game played by adults, using adult language. Schedule: Once a week sessions, going ~4 hours each. Saturday afternoons, 1 PM EST. If you are unable to make at least 90% of these, please look for another game. I plan for the entire campaign to last another ~15 sessions. However, plans rarely survive an encounter with my players. Price: Price? Why on earth would I pay for a dungeons and dragons game? By supporting me, you allow me to spend much more time crafting a better experience, as opposed to flipping burgers. Here is what you are paying for: Support whenever you need it, making your character, backstory, leveling up, setting up anything on the character sheet you need help with. Countless hours of campaign writing and testing completed by Wizard's of the Coast. Over 250 hours of campaign preparation and conversion completed by Roll20. Over 100 hours of improvements, additions, and adjustments completed by myself. Over 300 statted Tokens featuring original artwork from Dungeons & Dragons. Over 60 battle-ready Maps, with Dynamic Lighting on 34 of them. Over 40 background soundtracks and music, customized for every leg of the adventure. Custom macros for rolling stats, initiative, attacks and spells, and anything else you need. A grand story full of adventures, including the largest Dungeons & Dragons 5th Edition battles ever. Over 160 locations in the Forgotten Realms. A guaranteed good time, or your money back! First and last session free! Not convinced? Message me about listening in on one of the sessions to see if this is the right choice for you. “This game will require payment to the Game Master at a rate of ($15 per player per session, starting with your second session). Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements." Back Story (Some spoilers for the Storm King's Thunder Campaign): Session 11: Our heroes enjoyed the nightlife of Yartar, Ki enjoying some long island ice cream and irish coffee cake with her date while Farwalk blacked out and somehow made money. Late into the next afternoon, the party headed down to the docks to get a look at this Grand Dame riverboat with Felgolos. They learnt that this floating casino was owned by an absent Lord Khaspere Drylund, and currently captained by Nelvin Storn. Farwalk managed to convince Storn that the nameless adventuring company could prevent a theft from occurring, thanks to a good reference from the Roaringhorn family, and so our heroes strode on board to seek out the zhentarium dogs that hoped to rob the place. After casing the joint, and waiting for dusk to fall and the fun to start, Hadley tried his hand at gambling, purchasing several of the golden goose tokens used as chips here. Felgolos decided to join in on a high stakes match, and managed to get an exceedingly lucky draw, winning the game against all odds. As his competitor acused him of cheating, the great big dragon had some sort of allergic reaction to his drink, incapacitating him and revealing his true colors to the entire room. A fight ensued as our heroes, with the aid of the Grand Dame's chief of security, Pow Ming, fended off the well dressed zhents before they put an end to the dragon that had caused them so much trouble. With the allergic reaction wearing off, and the zhents dealt with, Felgolos carried our heroes back to the Inn, before setting off west to places unknown. The Hand of Yartar managed to track down Harshnag in this time, and took the party to go meet him. The friendly frost giant, clad in full plate and the skull of a white dragon, spoke of an oracle in a temple far to the north, under the spine of the world. He offered to guide them to the eye of the all-father, in the hopes that the oracle would have some answers. Along the way, our heroes got to know Harshnag a bit better, as he told him stories about his time in the Grey Hands, about the runes of the giants, and how King Hekaton ruled from his artifact level throne, wielding the scepter that gave him mastery over it. As they traveled across a battlefield, strewn with giant and human corpses alike, something about Irieatra's new necromantic powers awoke an army of undead. With new, powerful spells, and clever use of Ryuk's Instant Fortress, our heroes dispatched the undead in waves, finding a pair of magical gloves in one of the giant's bags. A few days later, they arrived at entrance to the temple.