
GM Hewy |
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Hi folks! After rediscovering my 2nd edition City of Splendors boxed set, I've decided to run a 5e Forgotten Realms game set in Waterdeep, in that era. This is around 1367 Dales Reckoning (335 NR), a decade after the Time of Troubles (when Cyric and Midnight became gods, just before Kelemvor did), just months before the novel Prince of Lies, six years before the return of Netheril, and a healthy twenty years before the Spellplague, a truly cataclysmic event that basically spelled the end of my love affair with the Realms as a living setting.
Assuming more than 4 people submit characters (fingers crossed there are at least 4), I'll be selecting 4-6 PCs. They can hail from anywhere, but the game will begin somewhere northeast of Waterdeep, so they need a reason to be in that region. Characters will begin play as hired guards for a merchant caravan travelling from Mirabar to Waterdeep, so a desire to travel to Waterdeep would be helpful (also a willingness to work as a caravan guard!). After characters have been chosen for the game, players will need to devise some kind of connection or previous relationship with at least one other character (but possibly more).
The setting itself has a few implications for D&D 5e, but the main one for character creation is that Dragonborn are not an option; they don't exist in the Realms yet (sorry Dragonborn lovers…). Character creation (and a few other) rules are pretty much straight out of the book, with a few exceptions, as follows:
* Core races except dragonborn (as mentioned); other races are discouraged, as I don't have the books for them, but hey, feel free to ask.
* We will be using at least the core feats, so you can plan for them, or play a variant human. I can't promise I'll allow any other feats, but I do like to say yes rather than no, so long as what you want is reasonably balanced and makes sense.
* Evil characters are discouraged. Try it on, by all means, but be prepared for disappointment (see below).
* Ranger characters can use core ranger (if you really want to) or the UA revised ranger found here. I tweak the UA ranger slightly; if your first Favoured Enemy is humanoid, you must choose two humanoid races as per the core ranger, and similarly, the bonus language should be justified by your choice of favoured enemy. Also, the revised ranger's Primeval Awareness regarding the presence of favoured enemies seems far too specific, and I reserve the right to tweak that, negotiated with the player, as we go (I'm thinking somewhere in between core and UA version).
* Unearthed Arcana options are likely to be given the go ahead; some things may need reskinning, others may not fit the setting, but in general I'm open to it. I'm not an expert on all things UA, so I'd have to look into each case and make a decision (again, negotiated with the player) about it on its own merits (as an example, the Raven Queen patron for warlocks has been approved, with a possible tweak down the line).
* Please submit a decent description of your character's appearance, personality, and backstory (at least a short paragraph for each). This will be the main area I'll look at to decide the party. Quality is better than quantity, so it doesn't have to be an essay, but it can be if you want!
* We will be using regular Inititative rules, adding the Action Options (especially Tumble through an enemy) in the DMG (pp 271-72), and also the Hitting Cover and Cleaving rules (DMG, p 272). I may occasionally use the Lingering Injuries rules (but not at all often, and maybe not at all if players hate them), and the Massive Damage rules, and maybe occasionally the Morale rules (DMG, pp 272-73), although I'll often just decide enemies (or allies) run away.
* Any questions about character creation or rules used, just ask.
A few things about me as a GM and the game I intend to run:
* I have an opening act roughly sorted on paper, which should see the party to Waterdeep, but after that I'd welcome as much PC direction on where your story goes as you would like to give. I have villains, organisations, plots, and dangers in mind, but what gets focused on, what becomes a side story, and what gets ignored all together will be up to you. Take Undermountain, for example. I'll probably tempt the party to go there at least once, but that might be it; then again, the riches that such a deep and dangerous dungeon offer might tempt you into extended trips there, or you might take up a cause that leads you there more than once. Whether Undermountain is peripheral or central to the campaign will be, like most things, up to you. If it ends up that the party wants to be railroaded, I can provide that as a last resort, but I'd rather not. I'll build the sandbox, you lot make the sandcastles.
* I'm pretty permissive in general, and like to say yes more than no. However, for right or wrong, I really like staying somewhat true to a setting, so there are some restrictions in character creation for this campaign, as noted above. Your firbolg mechromancer from the future riding an adamantium flying octopus probably won't get selected for this one. Having said that, the Realms is a pretty diverse place, so there are plenty of interesting options that don't include adamantium flying octopuses.
* I strive to be as fair as possible, and while I've been GMing 1e, 2e, 3.5, and PF since the early 90s, I have only run a bunch of 5e sessions so far; I'm not an expert with this system. If I do something wrong, I'm not trying to mess with you or the party, I've just made an error. Feel free to correct me, or point me in the direction of the right rule. Bear in mind that I may sometimes ignore or bend the rules slightly, for narrative purposes, and also to reward sweet ideas that players might have. So I encourage those who end up playing in this game to try things not specified in the rules; if you have a cool idea, ask how to attempt it! If it feels right (or not too wrong) and would make a badass story, we should be able to figure something out (although it might have a low probability of success!).
* If you're not into roleplaying, engaging with a setting, and sometimes spending time bantering with NPCs for no specific plot-driven reason, this isn't the game for you. Combat is awesome, it's what gets the heart pumping, and there'll be plenty of it, but there'll also be plenty of time following PCs' personal goals, getting to know the folk of Waterdeep, and becoming a part of the city. Having said that, while characters don't need to be completely min/maxed, try not to gimp yourself; I estimate my combat difficulty can get to about a 4/5, so PCs who are not mechanically effective may well risk failure/death.
* I'll generally try to stick to the recommended encounters/short rests per day, but that won't always be the case. Particularly in the city, there may only be one or two encounters in a day, so spellcasters (excepting warlocks) may feel a power boost, but they may also be limited by law (Waterdeep has many laws about reckless spellcasting, damage to people and property, etc). Conversely, there may be periods (particularly if you want to go into Undermountain) where the party faces many encounters in a row, with only the occasional short rest; probably nothing quite like the Battle of Bloodmarch Hill, but who knows…
Finally, a bit about my thoughts on alignment/working with the party:
In a similar vein, if you want to play a paladin or some other LG character, you'd profit from making sure their views are tolerant enough that they won't turn in the party rogue for picking pockets or occasionally breaking in somewhere. Maybe model your paladin on that wonderful religious person you know in real life that maintains high ideals and standard of behaviour, but is generally forgiving of others and willing to see the good in people. Maybe don't model them on the inflexible Catholic schoolmaster who thought the strap was the best form of education, or worse, the people who did this stuff.
So I guess those that want to play murder hobos, edge lords, misanthropes, intolerant and/or narrow-minded "do-gooders", or any other cardboard cutouts also need not apply. It's a team sport. I'm biased against evil characters and generally ban them, but if you can convince me that your bad guy can be friends with, work with, and trust a bunch of good guys, I may be swayed. Likewise, if you make your pally a team player, they stand much more chance of being selected to play :)
Recruitment will be open for at least a week, maybe two or three. I'll give everyone plenty of warning before it closes.

Decimus Observet |

I'm set on a barbarian. Devoted to safeguarding his tribe near the Reghed glacier, he has been sent south by the tribal elders. They have had visions that the young warrior must go forth, though they did not see why.
Human variant, Uthgardt Tribe Member background (perhaps tweaked), and Path of the Zealot barbarian. I aim to flesh this out before the weekend.

GM Hewy |

Hey Filios, that was super quick, thanks for the submission. I'll give some feedback soon.
Decimus, sounds great, look forward to seeing what you come up with.
GM Ash, any material from SCAG can be assumed to be good to go, except for things that differ from the 2e era, which dwarven battleragers do not :)

Faelyn |

Popping in from the interest thread! I've got most of the basics worked out and just need to put it down on a sheet where I can add in the Raven Queen business! I actually love the idea of Multiversing her over into the Forgotten Realms and (maybe) eventually drawing out the ire of the other gods of the dead...
Any specifics you want to tweak with her before I start fleshing out the basic backstory idea I have, Hewy?

Vrog Skyreaver |

Okay, so I had a weird idea for a character, and I wanted to run it by you Hewy. I'm going to spoiler it cause it'll probably be a bit longer.
Okay, so I had an (I think) interesting idea for a character: a former Netherese mage who decided to try and achieve immortality not through lichdom, but through implanting his mind in the body of a golem. His ritual worked, but it cost him all of his magic ability.
Mechanically how this would work would be that I would play a Warforged non-caster class (like a fighter or rogue) who will take Arcana training to represent his knowledge of magic, but would only have the power of his body to rely on. He's now adventuring to grow more powerful.
So, what do you think?

GM Hewy |

Faelyn: Sounds great. My first reaction to your Raven Queen idea was "She's not in the Realms!, but as an unknown power, with knowledge of her extremely rare, she fits a warlock idea nicely. Perhaps in a universe where the portfolios of gods (and the gods themselves) can and have changed so much, so recently, she sees the Realms as an opportunity to finally grab the portfolio of the dead as well as death. As for tweaks, I think blanket immunity to being frightened could be changed to immunity to the frightened condition from magical sources, and advantage to saving throws otherwise.
The other thing that baffles me is the sentinel raven being completely invulnerable while on your shoulder. I can't even figure out the intent behind it. But it's not really OP or unbalanced, just weird, so I don't think it necessarily needs to be changed.
So yeah, I think you're good to go, if that minor tweak to frightened immunity works for you?
mishima: Great, look forward to reading backstory etc :)
Vrog: That's a nifty idea! I guess you'd take the Sage background with specialty as... archmage? :) Looks like they've gone pretty simple with the Warforged, which makes it easy to approve mechanically, and the concept is a great reskinning of the race. I'm definitely interested in hearing this character's backstory, and how and why he can fit with an adventuring party.
DM Greaek: The spear mastery feat is no problem. The Raven Queen is thematically tricky, as noted above. She's not a goddess in the Realms, and so doesn't grant spells as a god, but as a warlock patron. Also, virtually no one has ever heard of her. Having said all that, I think a Raven Queen paladin could be made to work, so feel free to have a crack at it, you just might have to sell me on it.
A note to all: I like vanilla, I'll admit it, and as a player I tend to go vanilla more often than not. Having said that, I'm not against whackier character concepts in isolation, and I love innovative ideas that my vanilla-leaning brain doesn't always think of as concepts for my own PCs. But I'll probably only pick one or two of the more "out there" characters for this game, so be aware that if you're going the whackier route (which probably only includes you so far Vrog), you'll probably be competing against the other more gonzo characters for a slot or two, in the same way as a warlock would be competing against other warlocks.

Faelyn |

Faelyn: Sounds great. My first reaction to your Raven Queen idea was "She's not in the Realms!, but as an unknown power, with knowledge of her extremely rare, she fits a warlock idea nicely. Perhaps in a universe where the portfolios of gods (and the gods themselves) can and have changed so much, so recently, she sees the Realms as an opportunity to finally grab the portfolio of the dead as well as death. As for tweaks, I think blanket immunity to being frightened could be changed to immunity to the frightened condition from magical sources, and advantage to saving throws otherwise.
The other thing that baffles me is the sentinel raven being completely invulnerable while on your shoulder. I can't even figure out the intent behind it. But it's not really OP or unbalanced, just weird, so I don't think it necessarily needs to be changed.
So yeah, I think you're good to go, if that minor tweak to frightened immunity works for you?
Those tweaks sound perfectly acceptable to me! I agree that the invulnerability of the perched raven is kind of strange, but I suppose they may have been trying to think of a way to avoid it being zapped out of existence by AoE attacks and therefore gimping this patron's powers compared to say the ability of the Archfey?
I absolutely love that idea about the Raven Queen seeing an opportunity to start posturing herself into the Realms. Also, the very limited knowledge of her makes it an amazing warlock patron, I completely agree. It also goes perfectly with the background I've been playing around with in my head. I am going to take the Inheritor background choice and would love to work with you on that should my warlock be selected!
Annnnd lastly, for his arcane focus: How would you feel about him having a ring of black metal worked into the shape of a raven with the wings shaped into the band and the beak holding a black stone?

Signey |

Was just gathering submissions looking for gaps in the makeup, posting the list up in case it helps anyone else...
Carric - Wood Elf Ranger
Decimus - vHuman Barbarian
Critzible - Gnome Bard
Nilelane - High Elf Illusionist
Vrog - Warforged fighter/Rogue?
Faelyn - Warlock
Not really any gaps (assuming the Bard doesn't mind pulling duty as a healer). So free reign really...
Hmmm, I haven't tried a 5e Cleric much, so let's give that a try, Cleric of Life, Sune likely, maybe Sharess. Will get to building.

Signey |

Ahh, you were undecided on your last post.
Already started on a Cleric, and like I mentioned all the bases are covered anyway.
Profile now updated with Signey Delarose. Went Trickster Cleric of Sharess in the end.
Background is a bit of a placeholder, I'll expand/update when I have a little more time.
Can post more or less daily. Wednesday is irl game night so might be quieter but should still get chance to post after. Weekends are sometimes spotty depending on what we're doing (I have two kids to keep entertained).

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Sorry, I realize now in my rush this morning I may have came off as rude to you Signey, That was not my intent.
that said, two clerics are NEVER a bad thing, and with the domains, neither cleric is going to be similar. So more clerics= better to an extent. I'm not sure if I am going to go light/life/tempest/forge cleric domain atm. Thought I assume the ranger is going for archery, and it seems we are light on front line fights.

GM Hewy |

Carric: Everything looks fine, and your pbp history is really strong, which is great, but two things. First, you don't have to, but feel free to get a little more in depth with your backstory if you want. I myself tend to go overboard on that, and also I feel that elves can actually be a little more light on with backstory, because, well, they're flighty elves, but it would give me more to work with in game.
Second, and this is worth noting for everyone, I'd like you to come up with another personality trait, to make a total of two. One from your background if you like, the other one can definitely be whatever you like. Or you can pick two from your background, or make two up yourself. Whatever you like. Apart from defining your character a little more, it gives me more excuses to give you inspiration points :)

GM Hewy |

Signey: All looks good, except you haven't picked a feat yet, but there's plenty of time for that. I had actually completely forgotten about Sharess, had to look her up in the 2e campaign setting to remind myself. For reasons that I probably don't need to divulge just yet she is an excellent goddess to worship. Also, go ahead and pick two personality traits, an ideal, a bond, and a flaw. Look at your background for inspiration, but you can make them whatever you like. As I noted to Carric, the better they are, they more chance you get free extra dice to roll :)

GM Hewy |

okay time to create a character.
Yep, now's the time!
I'm really glad to see such awesome concepts coming out of you guys for this campaign, seeing a lot of diversity in terms of themes, moods, and angles, and I'm loving all of it - I'm actually yet to see a concept or character that I don't like. Keep up the good work everybody.

Signey |

I don't know, I'm pretty sure Paladin-Warlock crosses are a thing (though they may be more warlock with a touch of Paladin - I'm not sure).
I tend to not pay attention to the power-builds, if it either feels like the direction the character is going, or it doesn't harm the concept and fills a gap in the party I'll multi-class, otherwise I tend to leave it alone. 5e at least makes it a lot less sub-optimal to multi-class caster types with the unified spell leveling etc.
That said, I won't intentionally gimp my characters either, 5e characters in general are harder to screw-up (unless you really try), so I don't worry about it too much about being 'competitive'. Not like 3.X/Pathfinder where a few bad choices can lead you struggling later.
Anyway, that's all a little off-topic. Checking out Bonds etc now.

Signey |

Okay, added spellcasting section, bonds/flaws/ideals etc. Also took the starting gear package but swapped out mace for a dagger, hope that's okay.
Possibly worth noting that Signey is borderline CG/CN, but she's trying to be good.
Feat-wise is getting me stuck a little. Is Xanathar's guide available, if so may take Prodigy (Human Racial Feat - +1Skill +1Tool +1Language & Expertise with a skill)
If not, may just take Defensive Duelist to give me a bit more AC, or Actor if it's likely to be useful...

GM Hewy |

Signey: Background, traits etc all look good. Content from Xanathar's is all up for grabs, so feel free to go with Prodigy if you like, although more AC is always good, and Actor would probably be pretty useful in a city setting.
Remember, you don't have to take a feat, you can always pop all your ability scores up by one!

Decimus Observet |

I assume the point buy is similar to Pathfinder
It's a little different. Here's an online calculator.

GM Hewy |

I assume the point buy is similar to Pathfinder
Here are the basic rules, which walk you through making a character, including point-buy details - they are similar to PF, but different. Feel free to ask anything else; I have the PHB, DMG, MM, Sword Coast Adventurer's Guide, and Xanathar's Guide to Everything, but not the other books, so I can give you hints for stuff you might want from those books, but to be honest the basic rules give you most of what you need to make a gnome illusionist. Also the Dnd Beyond site walks you through making a character with the basic rules in a really simple way, then you can print the character sheet, so you might want to check that out too :)

Vinter Klodge |

scranford here.
Vinter is a mercenary fighter and former member of the Zhentium. Following is his background. If chosen I'll update the profile for this character.
Background
Vinter... or Vint as his friends call him had always been trouble. Growing up on the Streets of Baldur's Gate, led to many opportunities for mischief, and mayhem for the young man. His mother was a prostitute, who died of the wasting sickness when he was but 12, and he was forced to fend for himself on the sordid streets. Before she died his mother game him a list of 9 different men who might or might not be his father. Most were only vague descriptions, and those with names provided were probably false. Numerous brushes with the city watch, and narrow escapes from rival gangs, gave the young man cause to leave the city at a young age.
When he was but 16 he fell in with a group of ruffians that staked out a place on the North Road. This group didn't always make the smartest decisions, and leadership was quite fluid... still Vinter felt like he had a place for the first time in his life. Then yet another bad decision led to the next chapter of his life.
It was a small group of mounted men on horseback. Though their armor and weapons seemed well kept, they flew no banner, and thus would not be missed. Besides, the bandit gang had them outnumbered 5-1. How were they to know that this was an undercover Zhentium patrol. Needless to say the patrol made short work of the bandit gang, and those not killed ran for the hills. Vint made the unfortunate mistake of running right into the arms of one of the Zhent soldiers, and was captured. To make a long story short, the young man was taken with the order, and efficiency of the Zhentium troops, and made himself into a good little Zhentium soldier.
Many scars, kills, and hard spent coins later, he began to be disillusioned with the whole "fighting for a cause", especially one he didn't really embrace, but the pay was good, he got to travel, and made many life long friends. Over the next 20 years he buried many of them. Now he was stiff from his many wounds, and hard living, and when the opportunity to start over again presented itself he jumped. He was old enough to have gained some wisdom, but young enough to still possess his strength and toughness. Sure some of his battle wounds had slowed him down, and now he relied upon his armor to blunt possible wounds, instead of his agility to avoid them, but he was crafty, and dangerous, and felt he still could make his way in the world.
His patrol was not among the prime patrols of the Zhentium, but that kept them out of the line of the major conflicts. They could normally get by with bullying their way out of situations. He drew short straw that fated night outside Phlan, and was able to shirk his duties, and take a night on the town, knowing that the other ner'do'wel's he was in league with would cover for him. The innkeepers niece had breath like strawberries, and lilly white skin, so he wasn't quite able to return before morning. And the vast amounts of grog he consumed did nothing to sharpen his senses, but the smell of excrement, and burnt flesh gave him ample warning of the danger ahead.
There he found his entire patrol butchered, and spread out around the campsite. The tents had been burnt, and the Sergeants body lay half in, and half out of the smoldering fire. A half dozen armored hulking Orc's lay scattered among the remains as well. Vinter, hardened though he was, almost broke when he saw what had happened. His guilt at not dying with his patrol however was tempered a bit with the smell of opportunity. This was his chance to break free. This was his chance to do something more with his life. He quickly found the body of a man near his own size, and dragged him towards the campfire. He took his copper Zhentium badge, and placed it upon the body of the dead soldier, then pushed the body into the flame, standing back as the flesh began to cook.
He then turned and continued walking the North Road, whistling as he went. He caressed the fine longsword formerly used by Sgt. Rook at his left hip, and his own nicked but sturdy shortsword at his right. He knew that when the badge with his mark upon it was turned in he would be reported as dead. So as long as nobody he knew from the Zhentium recognized him, he was free to start a new life. Waterdeep that was the goal. He'd spend a alcohol hazed week there about 10 years ago, and remembered it as the best time of his life. What better place to start anew.
Character Sheet
Vinter Klodge
Male Human Fighter 1
Medium humanoid, lawful neutral
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Armor Class 16
Hit Points 13 (1d10+3)
Speed 30 ft.
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STR 16 (+3), DEX 11 (+0), CON 16 (+3), INT 8 (-1), WIS 12 (+1), CHA 10 (+0)
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Feats Dual Wielder
Saving Throws Str +5, Con +5
Skills Athletics +5, Deception +2, Perception +3, Persuasion +2, Survival +3
Senses passive Perception 13
Languages Common, Orc
Actions
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Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80 ft./320 ft., one target.
Hit: 1d8 piercing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+3 slashing damage or 1d10+3 slashing damage if used with two hands to make a melee attack.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6+3 piercing damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 4 bludgeoning damage.
Equipment chain mail, Light Crossbow, Longsword, Shortsword
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