Players Guide to Colin's SKT

by VairaSmythe

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Player's Guide to Colin's

Storm King's Thunder

By VairaSmythe

TO FIGHT GIANTS,

YOU MUST BE GIANT.



This 256-page adventure for characters of 1st level to 11th level or higher provides everything a Dungeon Master needs to create an exciting and memorable play experience for the Storm King’s Thunder story, including rune magic items, a new treasure option for characters.

Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast.

Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants?

























The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot by the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemies, the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.

Stand with or against the giants in this adventure for the world's greatest roleplaying game.

Deities

Name Gender Domains Alignment
Rholmes M War Chaotic Neutral
Gados M Poetry and Song Chaotic Good
Eldath F Nature True Neutral
Ceruna F Shadows and Darkness Lawful Neutral
Kiuna F Magic and Knowledge True Neutral
Pelor M Sun Lawful Good
Kodona F Travels Chaotic Neutral
Phara F Luck Lawful Neutral
Aoe F Death and the Dead Chaotic Good
Odia F Agriculture Neutral Good
Lathandar M Birth and Renewal True Neutral
Malar M The hunt and beasts Lawful Evil
Sauras M Divination and Fate True Neutral
Sune F Love and Beauty Chaotic Good
Tempestus M The Sea and Storms Chaotic Neutral
Torm M Protection and Fortune Lawful Good
Auril M Winter Lawful Evil
Cyric M Lies and Misfortune Lawful Evil
Bane M Tyranny Chaotic Evil
Ilina F Poison and Disease Lawful Evil
Selune F Moon True Neutral
Amaunator M Order and Time True Neutral
Tyr M Justice and Law Lawful Neutral

Warlock Patrons

Name Gender Domains Alignment
? ? ? ?
? ? ? ?
? ? ? ?

Known Organizations

These are but a few of the organizations you may find in the world.






Seven Snakes

An organization that isn't always on the 'right' side of the law.

House Rules

These are rules that aren't in the Player's Handbook that we will be following.





Banned

  • No fly speed
  • No monks
  • No guns
  • Min/Maxing Power Builds
    • SorLock, Sorcerer/Paladin, Druid/Cleric, Bearbarian

Banned Races

  • Loxodon
  • Centaur
  • Gith
  • Minotaur
  • Winged Tiefling
  • Vedalken
  • Verdan
  • Simic Hybrid
  • Satyr

Critical Hits

If you roll a critical hit you deal max damage on one dice and roll the second.
For example, if you crit with a Longsword you would deal 8 + 1d8 instead of rolling 2d8 (before adding any relevant modifiers).

Attack Rolls and Saving Throws

Natural 20s are Auto Successes and Natural 1s are Auto Fails.

Potions

You may quaff a potion as a Bonus Action, but you must use your full Action to administer one to someone else. You may also hand a potion off to someone you're adjacent to as a Bonus Action.

Flanking

Flanking gives you advantage on attack rolls. The monsters also get this advantage if they’re flanking you.

Min/maxing and powerbuilding

I am adding this rule because I want to make the game for everyobe. broken multiclass options of the following class combinations are banned:

  • SorLock - Just... dont
  • Druid/Cleric - Amazing healing is good, but then makes the challenge redundant
  • Bearbarian - Nope

Extra Character Creation Rules

  • Stick to the allowed races
  • Goals - Please create at least 1 long term goal and 2 short term goals
  • Starting level - level 1
  • Equipment - You get both equipment and starting gold.

Test Rules

Intellectual ability

Players can gain an additional tool/language for each point of their intelligence stat (up to 5). DM requires backstory for how this came about.

Inspiration Pool

Party does not gain individual inspiration, instead they add a point to the pool. The pool holds up to 5 inspiration points, and they can be used by any member of the party at any time.

Initiative Readiness

Rolling a Nat 20/1 on initiative grants that person advantage/disadvantage on their first turn.

Players may also, choose to drop their initiative to 1 point below an ally, allowing them to go first.

Rolling HD

When levelling up, roll the Hit die, if you roll below average, take the average.

Death Saving throw

When rolling a death saving throw, players roll in private to the GM. Try to keep a poker face when doing this.

Cinematic scenes

Sometimes you may come across a situation where the bad guy you're chasing is holding someone hostage. Now in regular rules, they'd just take regular damage.

In this game I want to use something different, instead of being able to initiate initiative. If the scene is more cinematic in nature; for example, a bad guy holds your friend hostage at the edge of a docks. His crew are loading onto the boat as you get there, but he holds a dagger to her throat, warning that you take one foul step, he will slit her throat. Usually, she'd just take a bit of damage right? In this game, doing that could kill her instantly, depending on how you react.

But it also goes for you all as well. There will be a new document (borrowed from Greyscriber) on the ability to assassinate enemies with stealth, rather than fighting all quickly. This is to allow you guys to perform missions in multiple ways. Either through sneaking in the shadows or full front fighting. Whichever you decide works better for the situation, you can enact.

Lore of the World

The Great Ascent /
Descent Date - 2864

"Over 1000 years ago, a war broke out amongst the Deva and the Devils. They fought in what was later named The war of the 9 hells that caused many many millions of deaths amongst their own beings and mortal races. Though their war was thought for the gods on either side, the gods disagreed with the war, calling it trivial and meaningless as such both outcast the survivors.
Deva and Devils were cast from the Empysium and the nine hells below, and forced to live on the mortal realms, though deva thought themselves better and Devils reeked havoc, they quickly learnt that their banishment made them mortal, they could be cut by normal blades and stabbed like normal beings. Those who survived their banishment realised they needed to adapt."
-- Einrich Dalso, Human Historian

Aasimar and Tieflings

"The offspring of generations of breeding amongst humans and other races. Aasimar and Tieflings were born out of accidental love that eventually led to entire colonies and them eventually becoming known around the world as their own individual races, it is said that these races are scarcely found.
Tieflings are often regarded as Demons and hated in colonies, while Aasimar are often regarded as beloved. That is because those who treat them such have forgotten the war of the 9 hells and how the bloodshed started. Neither race should be blamed for their ancestors deeds, and yet, they're the ones who suffer for them the most."
-- Alistair Havine, Elven Historian

Birth of the Arcane teachings

"The 1000 year war did not just bring suffering to the mortal races, it also brought a new way of hope and life. There was many that could use nature and belief in the gods to perform feats of majesty and mystic through spellcraft, a sorcerer born to the whims of arcana that flows through everything or a Warlock that made a pact with a great being, but through the Great descent/ascent brought new teachings. Through study and manipulation of arcanic crystals formed from the war, those who were not born with it, nor prayed or made pacts, could wield the Arcane.
They were limited to books and staves to use it however this allowed them to perform greater feats that the others could only dream of. Through study and understanding it was possible to use the Arcana of the world to control matter, time, or even bring creatures to life through nothing more than arcana itself. These beings were named Wizards, and only those with the patience for theorycrafting and experimentation, became known"
-- Nielad Effardlic, Human Wizard



Creatures of Nightmare

"Beasts born of slain corpses, Man cursed to become beast at the sight of the full moon or even a woman betrayed. All dangerous, all will kill at the slightest sight of you."
-- Farald Highren, Dwarf Crimson Knight

Crimson Knights

Crimson knights, otherwise known as Blood hunters, are those who have spent years training in special schools to become powerful mercenaries that hunt beasts given power by the Arcana that flows through the world. Originally founded 100 years after the end of the 1000 year war, these Knights are mostly few and far between with more and more of their schools and orders falling due to rising unrest in the lands they walk.
Some say the creatures are drawn to the Crimson knights and thus attack them when near and therefore are drawn to villages when one is about. Others believe that Crimson Knights release the creatures onto towns just so they can make coin. Regardless many people, fools or otherwise know that a Crimson Knight is a dangerous one to cross and so won't do it willingly.

Lore of the World

The Children of the Eternal Wilds

"It is said that the first and last of our kind will be of her image"

-- Ellasarin, Elven Druid


The First Druids

The first druids were said to be born from the "Forest mother" the first elf, and guardian of nature. Elves were the first documented at least to be capable of using the blessings of nature to protect it. When the elves came from the eternal wilds to the material plane, it is said they brought with them five seeds of the forest mother, to plant so they could always be connected to her.

These trees grew exceptionally large when planted, though only 2 now stand, one was lost centuries ago and another torn down by the jealousy of the material planes races. The last seed through unknown means became petrified when the hearts of the material planes races tried to seize it, though it was indestructible in this state, no attempts to restore it was successful.

Over centuries other races were taught the blessings of the forest mother, and like the arcane study that would come to be, these teachings were given the name of Druidism and different schools were created.

Only few still follow the original ways of the forest mother, some follow the teachings of the Night Father, Druidism of the Stars. Or the path of beast. Some even learnt how to manipulate natures greatest enemy of fire through druidism.

Lore of the World



The Grey Dwarves

Date - 2950

"Eternal knowledge is not only obtainable, but a must"

The grey dwarves were a secondary race of the dwarves, centuries before other dwarf clans obtained their cultural differences, there was simply two, the pink skins and the grey skins. The pink skins, were the more plentiful and hardened of the dwarves, choosing to work the mines and carve rocks with their bare hands, where as the grey skins sought technology.

The grey skins were said to be the greatest technological minds around, naturally smarter than any other mortal race, they deemed their knowledge to great to be lost on every life cycle. It is this that drove them to create the perfect body; made of metal and powered by arcane. These mechanical marvels were developed and were set to bring the dwarves to a new age of prosperity.
But, then came the sickness.
-- Draggnir the Lore keeper.

The Mind Plague

"He, is the one true god. Forgo the falsehoods and pray to Mechanus!"

The grey dwarves, upon completion of their new bodies, placed their minds within their new forms, but this would be the start of their downfall.
Those who did not die from the initial transference, went insane, crazed and forsaking their dwarven gods to pray to a new god of metal. Mechanus. These dwarves sought out any magic they could to construct their god, but when they could not draw it from the earth, they cannibalised each other. The grey dwarves who had not yet transferred, took this as their moment, they summoned a portal and forced their corrupted brethren through, never to be heard or seen from again. Though this led to a new problem. They couldn't simply transfer their conscience to their new forms for risk of going insane, so they came up with a plan, a plan to transfer only their living consciousness, with no memories and instructions on what to do to their new forms before transferring themselves in a single go, so at least If they too went insane, their race would simply die.
This proved too good however as the new forms took the instructions too literal, they stored the knowledge away, keeping it safe before storing themselves too. Knowledge for the future.
-- Draggnir the Lore Keeper.


Lore of the World

Kobolds and their Tokens

"Oi, isn't that one of them thieving kobolds?"
"Yeah but he's got a token, so he's one of them allowed ones!"
--Douglas and Strone

A nobles token, often found in the possession of Kobolds and the occasional Goblin/Hobgoblin, is often worn as a badge of acceptance. It becomes the most treasured possession these races have, for it is what allows them to talk and trade with the commoners of the land. Without one, the poor fellows that seek a better life away from their more disruptive cousins struggle to break away from the rude comments and even harsher stones. But to get one is no small feat either.

To obtain a Noble Token, these races must first find a sympathetic noble, and perform a gesture of good will for them. Often it is the nobles choice on what task is done, from something small like menial tasks for a week, to a larger feat of obtaining a rare gemstone. The reward is a metal coin, that is emblazoned with the nobles House signature on it. This signifies that the noble is informing those around that the goblinoid with this token, is now protected under the house, and should it commit a crime, the noble House itself will be implicated as well. For this reason, a nobles token is not obtained lightly.

--Klickernack, the kobold Wizard.

Fire and Fury - The Winged Gods

"Ash and brimstone, fire and death, when the winged gods descend upon the mortal lands, very little is left in their wake" -- Druzaek, The Dragonborn Scholar
Before the first dawn the mortals of the realm would bow down and worship those who were a threat to the higher power. The Winged gods, or as they're better known, Dragons. The beasts that could fight on equal footing with the higher power and survive to either a stand still, or fight the higher power back. But these beasts were not to benevolent, they were vicious and preyed on the mortals that they had saved.
Through this fear however, led to the ritual of scales, an ancient technique long lost to those who would seek it. This ritual would go on to create two races of the common realms, the Dragonborn and the Lizardfolk.
-- Druzaek, The Dragonborn Scholar

Fire and Fury - The ritual of scales

"Rejoice, brother, for you have entered the ritual a man, and been reborn as one of the greats; A Dragonborn!"
-- Hjilor, the first Dragonborn

The ritual of scales was first created by a powerful shaman of the olden times. Before the first dawn, magic was only known to those with the ability to commune with nature, or the spirits. Those with the ability to commune with both were the shaman, and they were highly praised and respected. Hjilor, was one such man. He alongside several of his chosen followers scoured the deserts of old finding pieces of rarely felled dragons.

So rare in fact, that it took Hjilor, near forty years to ultimately collect and perfect his final ritual. Through ancient natural spells, the blood of dragons and their bones carved with the runes of the higher power, he was able to build the first font of draconic energy. To which he and his subjects drank. After a stage of metamorphosis he and his followers became the first dragonborn. They then shared their secrets with other human clans, collecting blood from the dragons and forming the draconic lineage that are seen today.

But even though the ritual for creating Dragonborn was perfect, there were others who sought and craved more. Those men and women would become, the Lizardfolk.

-- Druzaek, The Dragonborn Scholar

Lore of the World

Fire and Fury - Fury of Dragons

"Lost was the wisdom and intellect of man; what remained was the depraved hunger of the beast" -- Silal, the First of the Lizardfolk

The men and women who corrupted Hjilor's original ritual, were ones who did not understand the complexities of it's inner workings. When they changed the runes that helped bind the magics, to fit their desires; less compassion, more ferocity, less wisdom more strength. The Lizardfolk became lost to the beastial nature of dragons. When first they changed, their intellect and wisdom was gone, their eyes hungry like savage animals. The lizardfolk preyed and cannibalised the people they once called friends and allies, victim to their own beastial nature, not remembering who they once stood next to.

When the Dragonborn Hjilor heard of this, he created a remedy to their bestial affliction. It would not remind them of their humanoid traits, but allow them to learn it once again. It was only after seeing the damage and carnage these lesser dragonborn had caused, that he, the new leader of this race of proud, scale-bound men, would banish the lizardfolk from his lands, sending them south to the mires and swamplands.

Through breeding within their tribes, the lizardfolk were able to grow their numbers and survive, but their culture was much more primitive to their cousins, but like all races did, they too would create faith in beings higher than them.

-- Sreh, Lizardfolk Shaman

Seletian Isles - The Trade Hub Capital

"This island was once home to a few farmers and their cattle. Now, its the single largest trade port in all of Eogarth"
-- Captain Volric Blackbeard of NorthSea Trading company.

The Seletian Isles are home to many lost or cast out. Originally it was a small coalition of Islands held together by trade amongst its locals, the gnomes and the halflings. It wasn't until a stray wind blew the trade ship of an old captain to their bay that it was discovered.

The captains food stocks had ran dry for two days, and their water supply was almost empty. The kind farmers simply helped out the strange folk who washed up on their shores, before aiding them on their way. The captain vowed to repay their kindness, and did so the only way they knew how. He informed all of his captain allies, of the islands, informing them to trade in goods for resupply. This would go on to allow the islands to grow their trade, creating larger ports that even connected two islands together through one city. Though the gnomes and Halflings once called the islands their home, they were quick to accept others who were forced out, and lost to settle within these islands. Soon having it be known as the homelands of many different races, from Gnomes to kobolds, to halflings to tieflings, and even aarakocrans and Yuan-ti after their original home was lost.

All the races soon formed into what became the Seletian Isles Trade Coalition.

-- Hedlig Siddle, Gnome Scholar

Plight of the Yuan-ti - Cursed by Serpent Lord

"Covered in scales, tongue like a snake, head of a cobra but arms of a humanoid, the Yuan-ti are mockeries of the human race and abominations that must be destroyed!"
-- Ghualo, Dwarven explorer

The Yuan-ti were once humans that lived on a large island in the southern seas known as Seria. They had lived in relative peace for years until one of their priests, Esaiah the Chosen, comes to his people with tales of a great winged-serpent that spoke to him, claiming that if the Yuan-ti people of Seria worshipped the great serpent then they would be rewarded with great riches and knowledge not known to any other humans. The Yuan-ti people agreed, seeking these riches promised to them but would quickly learn that their belief was misplaced.

When arriving to the location of the Winged Serpent, he revealed himself being transformed into the Yuan-ti human Esaiah. Revealing that those who disbelieved in the gifts he would grant them, would be cast down or cast out of their new empire they would build. As the great-winged serpent spread his wings out, a wave washed over the yuan-ti people and once they were revealed, the new race was born.

The Yuan-ti were remade within the great-serpent's image; their bodies covered in scales, and their more physical changes depended on how much belief the serpent saw within their minds. Those who showed the least belief, would become known as purebloods. Appearing mostly human-like, the Purebloods within this empire were outcast from most forms of government within the new Yuan-ti empire as the Abominations, as they called themselves ruled the new Yuan-ti people.

This new government of the Yuan-ti, and their goals to rise up and destroy the other humanoid races caused great concern for the Yuan-ti pureblood who weren't as lost as their cousins and so fled to the lands of the humans to warn them, of the oncoming swarm.

-- Thetszu, Leader of the Pureblood Colonies in the Seletian Isles.

 

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