Seeking 2-3 Replacement Players, 5e Horde of the Dragon Queen, Just finished Episode 1


Recruitment


2 people marked this as a favorite.

First and foremost, here is a link to the campaign for review. The party just finished Episode 1 where the Cult of the Dragon attacked the town of Greenest looting what they could with the help of a Blue Dragon. The party fought day and night to capture or kill the leaders of the raid, and minimizing the damage from the surprise attack saving dozens and dozens of citizens that otherwise would have been killed.

The remaining party is a Totem Warrior (Bear) Barbarian named Amber Strakeln, and a Champion Fighter using two weapons. So far they have been aggressively taking on challenges head on and been successful, so keep in mind that the game has a lot of combat. They are currently joined with two NPCs, monks studying under a member of the Harpers named Leosin Erlanthar. Leosin was knocked out and then captured by the cult in the final skirmish of the raid, and the party is currently resting and leveling to 4th level.

Here are the creation rules:

  • You must make a 4th level character using point buy or standard array.
  • Any published source is fair game, same with UAs. I will approve third party, villainous characters, or homebrew character options case by case.
  • Normal starting equipment with an additional 150 gold worth of equipment.
  • This campaign uses milestone leveling.
My Homebrew this Campaign:
Feat Modification (homebrew) - see the feats below:
Dual Wielder (Modified)
You master fighting with two weapons, gaining the following benefits:[list]

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
When you hit a creature with a melee weapon attack using the weapon held in your main hand, your offhand weapon attack deals a bonus +1d10 damage.
Man-at-arms (New)
Your experience on the field of battle has developed a keen sense of danger and opportunity with a variety of weapons. You gain the following benefits:[list]

You gain a +1 bonus to AC while you are not wielding a heavy weapon.
When another creature misses you with an attack, you can use your reaction to move up to half your movement speed without provoking opportunity attacks.
Before you make a melee attack with an unarmed strike or with a weapon that does not have the heavy property, you can choose to take a -4 penalty to the attack roll. If the attack hits, you add +8 to the attack's damage. You must be proficient with the weapon used to make the attack to receive this benefit.
Grappler
Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:[list]

You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you.
To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
You can grapple creatures up to two sizes larger than you within your reach.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:[list]

Increase your Strength or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons and improvised weapons and your unarmed strikes count as light weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

I'm going to keep this open for submission for a while I'm not sure what response it will get, and I have a few people that may get priority for participating in my other games.

Feel Free to ask any questions you might have.


I'd be super happy to join.

Name: Gorgon Lockjaw

Race: Lizardfolk

Class: Ranger

Physical Description: Standing over seven feet tall, and weighing over three hundred pounds Gorgon strikes a hulking and bulky figure. Gorgon has a crocodile like head with a double row of spikes running from the top of his head, all the way down along his spine and over a large strong tail. His green scales are a soft-moss green hue, and his eyes are muddy brown. He's got the makings of a predator, and seems alert wherever he goes. Gorgon carries himself with pride.
He wears armour crafted from his most dangerous prey and wears it like a badge of honour.

[IMG]https://cdna0.artstation.com/p/assets/images/images/001/292/252/20151002013 048/micro_square/ferret-kim-crocodile1000.jpg?1443767449[/IMG]

Background: Outlander

Personality Trait: I’m driven by a wanderlust that led me away from home, and I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owl bear.

Ideal: If I dishonor myself, I dishonor my whole clan.

Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me. Gorgon once worked for Davra Jassur, a Zhentarim "troubleshooter" recruiting promising new talent for the Black Network. She helped him get your start as an adventurer, and he owes her for that.

Flaw: Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

Gorgon grew up in a harsh swampland, born into a small tribe of Lizard-folk. As only son of the Chieftain he grew up capable, strong and fat. And a little entitled.

Gorgon Lockjaw is one with nature and is no stranger to the dark side of it, accustomed to a brutal world that is as violent as it is unforgiving.

Gorgon believes in a sacred bond between hunter and prey and that it's the point of life and death. He delights in the hunt, doesn't shy away from bloodshed and savors the fear of his prey.

When he engages in a hunt, Gorgon will often shoot a prayer to Malar, to pray for the necessary skills to hunt his prey. He doesn't fully realize Malar is a evil God. It's simply the God his father taught him to pray to. Gorgon isn't of evil breed and when he hatched he turned out to be quite the levelheaded Lizardfolk, thankfully missing the cruel streak his father ruled with all this time.

When he came of age, his father sent him away on walk-about, as is customary for his people. This journey is meant to broaden the young lizard-folks horizon, and it's the last step before assuming rulership of he tribe. It's a time of growth and self reflection. Two things young Gorgon could use plenty of.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

So..I have had this character concept for 5e..but he's kind of insane. A warlock with the great Old One patron. I have been wanting to play him, but am hesitant. He is completely fleshed out mechanically and rp-wise. If you don't want to deal with that I understand.


Dot


I welcome well thought out characters, but promising a character is insane is not a selling point with no other information. If you are worried you can submit a second character for consideration.


Was thinking of transporting Peren over to this game...will just need to level him up and alter his background a little, and maybe tweek his background a bit. What do you think??

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

I decided to alter the character. He was more of a villain. Though came up with a more interesting concept.

Background:
Name: Graiel

Race: Human (variant)

Graiel was a curious boy many years ago. During those years he would often visit the local bookseller and read, thanks to the bookseller's generosity. One fateful day, when a traveling troupe came through, they sold a very old book to the bookseller. The cover of this book was made of bone, the pages skin, and words written in blood. Having a bad feeling about this book, the bookseller hid away this book. Weeks later Graiel came across the book and, though he had a great sense of dread, his curiosity and love for books and knowledge won out. Steeling away the book from the seller's shop, Graiel ran into the woods to his favorite spot for peace and quiet. As he opened the book and began reading the words a wave of images, information, and emotion flooded into his mind. Overwhelmed, Graiel's psyche retreated and a new consciousness took over....

...many years have passed. Graiel has regained control but the other consciousness remains, constantly vying for control. Graiel now seeks knowledge to not just aid himself, but to also make sense of what he now knows. But most of all, to prevent the plans from coming to fruition.

Class: Warlock (The Great Old One)

Background: Hermit

*I retreated from society after a life altering event

Personality Trait 1: I've been isolated so long that I rarely speak, preferring gestures and the occasional grunt.

Personality Trait 2: I feel tremendous empathy for all who suffer.

Ideal: Greater Good. My gifts are meant to be used for good.

Bond: My isolation brought me great insight into a great evil that only I can stop.

Flaw :I harbor a dark bloodthirsty side, that my isolation and meditation failed to quell.

3/4 Build:

I am showing all of the decisions made from options to lvl 4. Full and complete build to come following answers to questions.

Warlock 4

Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 18

Skill Prof: Arcana, Investigation, Medicine, Religion, Survival

Languages: Common, Elven, Draconic

Equipment: Quarterstaff, arcane focus, scholar's pack, 2 daggers, 150gp

Feat: Magic Initiate (bard)

Eldritch Invocations: Book of the Ancients (Detect Magic, Identify), Eyes of the Rune Keeper

Spells:
0 : Eldritch Blast, Prestidigitation, Mage Hand, Vicious Mockery, Light
1 : *Healing Word*, Dissinant Whispers, Tasha's Hideous Laughter
2 : Crown of Madness, Phantasm Force, Suggestion

what is hp progression?
can I be variant human?
Are there any problems that you see with this build?

I will work on finishing build, but this is most of it


Not quite complete, but I'd like to submit the character in this profile...

Laris will bring a little healing, and either backline support via ranged attacks/cantrips and inspiration, or can be passable on the frontline if it proves necessary.


Dotting! Any particular roles needed? :)


I would be interested in applying. I have the idea to adapt a character that I played in an in-person game for a while that then fell apart, who would be well suited to this (dragonborn cleric of Bahamut who would love a chance to fight some followers of Tiamat).

I know HotDQ has bonds that are used as character hooks, would you want us to use one of those?


Submitting Kirian Gess, High Elf Wizard of the Lore Mastery tradition (Hi Peren).

Everything should be up to date in my profile.


The Chess wrote:
Dotting! Any particular roles needed? :)

The party is very fight oriented, so that may influence your choice.

Archdevil wrote:

I would be interested in applying. I have the idea to adapt a character that I played in an in-person game for a while that then fell apart, who would be well suited to this (dragonborn cleric of Bahamut who would love a chance to fight some followers of Tiamat).

I know HotDQ has bonds that are used as character hooks, would you want us to use one of those?

That's up to you, since we're mid-game they are less meaningful since they focus on why you got to Greenest to being with.


Hey Kirian...fancy seeing you here lol


OK, thanks. I decided against using one of those because I think I have enough reason for character buy-in to the plot already, just based on her deity.

Here is the character alias. I'm still figuring out equipment, but everything else is finished.


Are you still recruiting for this?

Grand Lodge

Actually thats my question too. Is this still up for recruitment?

I'm in a stalled game atm and we are at the mill.


Yes, I am absolutely still recruiting. Given the activity I'm going to keep this up until Thursday and decide on Friday.

Remember all characters need to be 4th level.


All leveled up now!


Here is my submission:

Magni Stoneforge

LG Mountain Dwarf Artificer 4
Str 14
Dex 14
Con 14
Int 16
Wis 11
Cha 8

HP 31
AC 16
Prof +2
Init +2

Saves: Str: +2; Dex: +2; Con: +4; Int: +5; Wis: 9; Cha: -1

Weapon:
Thunder Cannon: +4 to hit; 2d6+2 piercing damage; (150'/500')
Handaxe: +4 to hit; 1d6+2 slashing damage
Light Hammer: +4 to hit; 1d4+2 bludgeoning damage

Trained Skills: Insight +2, Persuasion +1, Investigation +5, Medicine +5, Arcana +5

Proficiencies (Weapons | Armor | Tools): Simple Weapons, Battleaxe, Handaxe, Throwing Hammer, and Warhammer | Light Armor, Medium Armor | Brewer's Supplies +2; Mason's Tools +2; (Thieve's Tools +4; Leatherworker's Tools +2Smith's Tools +4; Woodcarver's Tools +4)

Feats: Keen Mind

Race Features:
*+2 Con, +2 Strength
*Speed: 25'
*Darkvision 60'
*Dwarven Resilience: Adv. on poison saves and resistance to poison damage.
*Dwarven Combat Training: Battleaxe, Handaxe, Throwing Hammer, and Warhammer proficiencies.
*Tool Proficiency: Mason's Tools
*Stonecunning: relating to stonework, I am proficient in History and add double proficiency bonus.
*Proficiency with Light and Medium armor.

Class Features:
Magic Item Analysis: I know the spells Detect Magic and Identify and can cast them as rituals. I don't need to provide a material component when casting Identify with this class feature.

Tool Expertise: Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiences you gain from this class.

Wonderous Invention: at 2nd level, you gain the use of a magic item that you have crafted. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The Item you choose must be on the list for your current artificer level or a lower level (Bag of Holding).

Infuse Magic: Starting at 4th level I can channel spells into non-magical items that let anyone with the item cast the spell. effect lasts for 8 hours. max number of infused items is my Int mod (2).

Artificer Specialist: Gunsmith
*Master Smith: Proficiency with Smith's Tools and learn the Mending cantrip.

*Thunder Cannon: Gain a gun that fires leaden bullets. Reload as a bonus action.

*Arcane Magazine: magically produce ammo for my gun: 40 rounds after a long rest and 10 after a short rest.

*Thunder Monger: As an action I can attack with my cannon that does +1d6 thunder damage on a hit. Increases by 1d6 at 5th and every odd level thereafter.

Spells: Slots: 3
Cantrips: Mending
1st: Cure Wounds, Disguise Self, Expeditious Retreat, Shield of Faith

Languages: Common, Dwarven, Draconic, Deep Speech, Undercommon

Equipment:
*Thunder Cannon w/40 shots
*Handaxe
*Light Hammer
*Light Crossbow w/20 bolts
*Scale Armor
*Thieve's Tools
*Dungeoneer's Pack
*Smith's Tools
*A Letter of introduction from my guild
*Traveler's clothes
*Belt pouch with 165 gp

Background: Guild Artisan
Guild Business: Smiths
Feature: Guild Membership

Personality Trait: I always want to know how things work and what makes people tick.

Ideal: Aspiration: to prove my thoeries about combining forgework and magic are valid.

Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.

Flaw: I assume that all non-Dwarven smithing is inferior, and I am vocal about it's flaws.

History: Magni is something of a heretic in Dwarven society: He believes that metallurgy and magic should be combined. Normally, when a magic item is made by Dwarves, they have a smith create it and then it is turned over to a magician to enchant (it is common for such individuals to share workspace). Magni believes that this is inefficient, and that magic can be introduced into the smithing process throughout to create items much quicker. His master called him a heretic and threw him out, and he was exiled from Dwarven lands shortly thereafter. Joining a human smithing guild, he experimented with several variations of the crossbow before he settled on his thunder cannon, a miniaturized cannon that fires lead balls.

Now he adventures to prove that he is right, and that his inventions, which combine magic and technology, can and do work.


Here's my bid. A tiefling alchemist and abjurer named Benedict.

Backstory:

Benediction Goodwill--"Benedict" or "Ben", but never "Benny", to his friends--was left at an orphanage as an infant. And as such he never knew his birth parents. And Luskan was the type of town where folks didn't ask too many questions. And as heart-breaking as this was, Benedict knows all too well that he was lucky. He could have just as easily been sold into slavery. Even so, he left the orphanage at a young age to apprentice for an alchemist by the name of Berrowick.

Berrowick was a stern man, but kind in his own way to Benedict. He taught him many of the tricks of his trade and looked after the young tiefling. And when the old man passed away, Benedict took it very hard. Unfortunately, Berrowick had a substantial amount of debt that left him on to fend for himself.

Benedict became a wayward alchemist, making enough to get by, but little more. Still he managed to finagle his way into a wizard's apprenticeship. And while the arrangement was mostly to assure room and board for himself, Ben discovered a knack and even love for magic that would serve him well.

Benedict is now a licensed alchemist and very proud of it. And he has decided upon a sojourn to see the world, and hone his craft.

Crunch:

Benedict Goodwill
Male tiefling wizard 4
Medium , chaotic good

--------------------
Armor Class 10
Hit Points 26 (4d6+8)
Speed 30 ft.
--------------------
STR 8 (-1), DEX 10 (+0), CON 14 (+2), INT 18 (+4), WIS 13 (+1), CHA 14 (+2)
--------------------
Saving Throws Int +6, Wis +3
Skills Arcana +6, Insight +3, Medicine +3, Persuasion +4
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish, Infernal

Actions
--------------------

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4 piercing damage.

Spell Attack. Ranged Weapon Attack: +6 to hit, range 0 ft., one target.
Hit: As Spell damage.

Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.

Equipment Dagger, alchemist's supplies, arcane focus (wand), backpack, book, clothes, traveler's, component pouch, herbalism kit, ink (1 ounce bottle), ink pen, little bag of sand, parchment (10), pouch, small knife, spellbook, 135 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

Background:

Guild Artisan - Alchemist

Personality Traits
• Deal - I always aim to obtain the best deal and will haggle tirelessly to achieve this.
• Perfectionist - I'm a perfectionist in my trade. Anything worth doing is worth doing right.

Ideal
• Aspiration - I aim to be the best of the best within my craft.

Bond
• Satisfied - I always want more and am never satisfied with what I have.


Here is a dread fighter submission. Feedback welcome.


Did some quick reviews of the submissions, I didn't see anything glaring.

Still keeping this open through Thursday and will decide on Friday.

Grand Lodge

I will post tomorrow if you can hold it just a little bit longer... had a massively bad day at work


You're in luck!

I have become swamped at work, so I was going to extend this until Monday anyways!

I'll start going through the submissions right now, but I won't be around to "officially" decide until Monday.


Saashaa wrote:

what is hp progression?

can I be variant human?
Are there any problems that you see with this build?

Missed these.

Average HP per level
Yes
I don't see any mechanical issues with the build, but can you complete it?


Trying out with this.

Grand Lodge

Helamans offering above.


My submission for this is

Cruu of the Uzok

Story:
Cruu lead a standard life for an orc halfling in the Uzok tribe. Until his eighth year when the old shaman cast his bones before the great bonfire and selected Cruu to come with him and learn his secrets. The shaman took Cruu deep into the woods and taught his about medicine the land and his people. For next eight years Cruu learned from the old Orc until he grew too weak teach and eventually nature took him from Cruu. I was time for Cruu to return to the tribe, however when he returned all he found was a burned husk of the camp. Corpses and ash were all the remained of the once strong village. Depressed Cruu wandered until he found surroundings that matched his feelings deep in the swamps far from the last place he knew as home. In complete sorrow even the hags of the swamp took pity on him and showed him their secrets of the swamp. Cruu was content to stay hidden from the world indefinitely until the world changed no one could miss the movements of the dragons. Maybe these stirrings would give him answers about his people. He set out no longer the noble shaman his people wanted him to be but the weird witch doctor that his sorrow had shaped him to be.

Crunch:

Cruu of the Uzok
Male half-orc druid 2/warlock 2
Medium humanoid, chaotic neutral
--------------------
Armor Class 15 (studded leather, shield)
Hit Points 27 (4d8+4)
Speed 30 ft.
--------------------
STR 10 (+0), DEX 13 (+1), CON 13 (+1), INT 10 (+0), WIS 15 (+2), CHA 14 (+2)
--------------------
Saving Throws Int +2, Wis +4
Skills Arcana +2, Intimidation +4, Medicine +4, Religion +2, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Druidic, Orc, Sylvan

Actions
--------------------

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+1 piercing damage.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 slashing damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
--------------------

Equipment Dagger, Scimitar, shield, studded leather, backpack, bedroll, bird bones, blanket, case, map or scroll, chalk, clothes, common, druidic focus (totem), healer's kit, herbalism kit, mess kit, poisoner's kit, pouch, rations (10), rope, hempen (50 feet), tinderbox, torch (10), waterskin, 92 gp, 4 sp, 9 cp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

Hermit Background:

Background: Hermit

Personality Trait
Oblivious - I have no understanding of social expectations or etiquette.
Philosophical - I love sharing my ideas about a grand philosophical theory that I am working on.

Ideal
Power - Mystical or magical power can be sought through paths of solitude and contemplation.

Bond
Enlightenment - Within my seclusion I was seeking enlightenment that still eludes me.

Flaw
Harbor - Isolation and meditation failed to stop the dark bloodthirsty thoughts that I harbor.

Life of Seclusion
Retreated - I experienced a life-altering event after which I retreated from society.


Helaman again. Here is my tyranny of dragons character (only level 2) on a game that I suspect is now dead.

Happy to level it up. Militant member of Kelemvors faith - good healer and decent front liner as well.


OK, I have looked over everything and I decided who I'm going to add. I wish I could have added more, but there simply isn't the room and I had to whittle it down to three.

Peren (Daniel Stewart)
Norswain (Johnnycat93)
Laris D'Vagne (spinningdice)

Thanks for all the great submissions!


Thank you for your consideration! Good luck to those who were selected!

Community / Forums / Online Campaigns / Recruitment / Seeking 2-3 Replacement Players, 5e Horde of the Dragon Queen, Just finished Episode 1 All Messageboards

Want to post a reply? Sign in.