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So, I found a document on DM's Guild that links these disparate adventures (Tales from the Yawning Portal) into a cohesive campaign that looks like fun to play and should carry the group from 1st to at least 15th level, and possibly further. The system would, of course, be D&D 5E.
If I were to run it, it would need to be understood that it might move a little slower than what you are used to. My weekdays are very busy and my weekends are almost always full (today is a rare exception). That said, I will keep it going for so long as the players continue to post and show an interest. I check in once a day (unless I'm on vacation, and I will alert you of such) or, at the very least, every other day.
A lot of the speed of play would depend heavily on the players posting regularly, so I would be looking for people who can post at least once a weekday (or every other day, at a minimum). Weekends don't concern me as much.
So, is there any interest?

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I avoided 5E up until a well-meaning friend got me the Player's Handbook as a birthday gift. I find it to be an enjoyable blend of classic D&D and modern systems. It's easy to play without being bogged down in endless rules.
I found 4th to be an enjoyable exercise after I played it for a while, but it was not D&D. D&D 5E returns the game closer to its roots.

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Okay, that will suffice. We'll call this a recruitment thread, then.
Here are your building rules:
- 4d6, drop the lowest, place them in the order desired; if you do not have an overall stat bonus of at least +1, you may reroll
- You may draw from the Player's Handbook, the Sword Coast Adventurer's Guide, Elemental Evil Player's Companion, or Xanathar's Guide to Everything except flying races and the variant human
- Classes may be drawn from the same sources
- Alignment must be good or neutral
- You may start with equipment from your class and background or you may have 150 gp to spend
- You should have a background of some sort, whether provided by the tables or of your own development
- The setting is the Forgotten Realms, in Waterdeep
- All characters begin at 1st level
- Hit points are maximum at 1st level and rolled thereafter, but if you don't get at least the average, take the average
- You may roll your background traits randomly, or you may choose them. The choice is yours.
Recruitment will run until Saturday, May 26 at 11:59 PM CDT. Characters submitted after that time will not be considered.
My choice will be based on those characters that I find most intriguing and that make for the best party. You are not required to write a background, but if you do, expect me to mine it for ideas and plotlines.

Flying Jenny |

Posting interest and seeing what the dice come up with.
4d6 ⇒ (6, 5, 6, 2) = 19 17
4d6 ⇒ (6, 5, 2, 4) = 17 15
4d6 ⇒ (4, 1, 5, 1) = 11 10
4d6 ⇒ (3, 4, 4, 4) = 15 12
4d6 ⇒ (3, 2, 6, 2) = 13 11
4d6 ⇒ (6, 4, 3, 2) = 15 13
Edit: I've certainly seen worse. Now to see what shakes out of my head character-wise.

Vrog Skyreaver |

4d6 - 2 ⇒ (3, 2, 4, 4) - 2 = 11
4d6 - 2 ⇒ (5, 2, 3, 5) - 2 = 13
4d6 - 5 ⇒ (5, 6, 6, 5) - 5 = 17
4d6 - 4 ⇒ (4, 5, 5, 6) - 4 = 16
4d6 - 2 ⇒ (5, 5, 4, 2) - 2 = 14
4d6 - 1 ⇒ (4, 1, 1, 3) - 1 = 8
Going to make a Dwarven Barbarian.
Edit: and here he is:
LN Shield Dwarf Barbarian 1
STR 19
DEX 14
CON 18
INT 11
WIS 13
CHA 8
HP 16
AC 16/18
Prof +2
Init +2
Saves: Str: +6; Dex: +2; Con: +6; Int: +0; Wis: +1; Cha: -1
Speed 20'
Greataxe +6 to hit; 1d12+4 damage
Warhammer +6 to hit; 1d8+4 damage
Handaxe +6 to hit; 1d6+4 damage (range 20/60)
Skills: Acrobatics, Perception, Performance, Survival
Tools: Mason's Tools
Languages: Common, Dwarven
Class Features: Rage (2/long rest; +2 melee weapon damage; resistance to bludgeoning, slashing, or piercing), Unarmored Defense
Background: Gladiator
Feature: By Popular Demand
Ideal: Only when lives are on the line is a gladiator at his best.
Bond: My axe is my most treasured weapon.
Personality Trait: I respect a good insult, even one thrown at me!
Flaw: I say what is on my mind, although I don't consider this a flaw.
Equipment: Greataxe, Warhammer, Shield, Throwing Axe x5, 70 gp

scranford |

Rethought things a bit after playing with D&D Beyond. Thinking a Wood Elf Rogue headed for Scout.
Fyird Meliamne
Fyird Meliamne
Male Wood Elf Rogue 1
Medium humanoid, neutral
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Armor Class 15 (leather armor)
Hit Points 9 (1d8+1)
Speed 35 ft.
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STR 9 (-1), DEX 18 (+4), CON 12 (+1), INT 9 (-1), WIS 18 (+4), CHA 12 (+1)
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Saving Throws Dex +6, Int +1
Skills Acrobatics +6, Athletics +1, Investigation +1, Perception +6, Sleight of Hand +6, Stealth +8, Survival +6, Thieves Tools +8
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish, Sylvan
Actions
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Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+4 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+4 piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8+4 piercing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80 ft./320 ft., one target.
Hit: 1d6+4 piercing damage.
Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
Equipment Dagger, Dagger, leather armor, Rapier, Shortbow, 10 feet of string, arrows (20), backpack, ball bearings (bag of 1,000), bell, candle (5), crowbar, hammer, lantern, hooded, oil (flask) (2), piton (10), pouch, rations (3), rations (2), rope, hempen (50 feet), thieves' tools, tinderbox, waterskin, 9 gp, 5 sp
Background
Outlander:
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Wanderer:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Personality Traits:
I’m driven by a wanderlust that led me away from home.
I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Ideals:
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
Bonds:
I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaws:
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.
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.

KingHotTrash |

I'm enjoying your one game WhtKnt so one more won't be too bad. I'll get something going tomorrow. I'll roll and see what I get...
4d6 ⇒ (2, 6, 2, 5) = 15 = 13
4d6 ⇒ (6, 5, 6, 5) = 22 = 17
4d6 ⇒ (3, 5, 6, 1) = 15 = 14
4d6 ⇒ (2, 2, 5, 4) = 13 = 11
4d6 ⇒ (4, 1, 5, 1) = 11 = 10
4d6 ⇒ (5, 3, 3, 4) = 15 = 12
Cannot complain with those at all. I'll look through the books and see what inspires me.

Stibble Welk |

Here is my submission.
CG Lightfoot Halfling Sorcerer
HP 7
AC 13
Proficiency +2
Init +3
Attributes: Str 10 Dex 16 Con 13 Int 11 Wis 11 Cha 15
Saves: Str 0 Dex 3 Con 3 Int 0 Wis 0 Cha 4
Speed: 25
Attack
Crossbow 1d20+5 1d8 piercing
2 daggers 1d20+5 1d4+3 and 1d4
Fire Bolt 1d20+4 1d10
Acid Splash DC 12 2d6 or 1d6 and 1d6
Cantrips
Acid Splash
Fire Bolt
Mage Hand
Minor Illusion
Spells
1st (2/day)
Burning Hands
Magic Missile
Skills: Arcana, Insight
Tools
[One set of artisan's tools]
Languages: Common, Halfling
Class Features:
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Wild Magic Surge. At 1st level, immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos
Starting at 1st level, you can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Equipment
Light crossbow and 20 bolts
Component pouch
Arcane focus (crystal)
Dungeoneer's Pack. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
2 daggers
[Artisan's tools]
Shovel
Iron pot
Common clothes
84 gp
Background
Defining Event: I stood alone against a terrible monster.
Feature: Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Personality Trait: I long to succeed.
Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Bond: I protect those who cannot protect themselves.
Flaw: I have no confidence in myself.
Backstory
Born in a small town outside of Waterdeep, Stibble was encouraged by his friends and family to go study magic. He was by far the youngest of his class, but he was by no means a prodigy: He had trouble with his studies, and when he failed to succeed, he was ready to give up many times.
One day, a group of gnolls came to the town and took Stibble and many of his friends captive. Tibble, who still hadn't learned how to utilize magic properly, was at his wit's end when giants began to beat him for not waking up on time. Although he was under intense pressure, only then did he manage to use his magic.
When he came back to his senses, he realized what he was now capable of doing. First, he freed all the other captives; afterwards, he began experimenting with magic, in order to be able to defend himself and others in the future.
Magic is still far from natural for Stibble, and he commits a lot of blunders. Even more than that, he has an intense fear of blunders that pervades his spellcasting and causes the oddest things to come up.

Jereru |

Actually, this is a WIP on Inyanthima Wakpahé, the PC I'm submitting. Crunch is done, but background is in progress.

Edward Sobel |

well, thanks for answering, that helps me decide what to try and make.
here are my rolls:
4d6 ⇒ (2, 6, 1, 5) = 14 = 13
4d6 ⇒ (4, 5, 1, 2) = 12 = 11
4d6 ⇒ (3, 5, 1, 4) = 13 = 12
4d6 ⇒ (1, 6, 3, 4) = 14 = 13
4d6 ⇒ (2, 4, 1, 5) = 12 = 11
4d6 ⇒ (3, 5, 3, 1) = 12 = 11
well that is almost a commoner... just I'l bail out on this one
All I ask is at least a 15 in one stat
how about using the standard array: 15, 14, 13, 12, 10, 8

Edward Sobel |

Alright, if anyone would rather use the standard array instead of what you get on the dice, you may do so.
Thank you very much... there really was not much I could do effectively with those rolls.
I already made a character on DnDbeyond with the standard array. not sure if that can export to a format that I can post.

Edward Sobel |

Ok here is my entry... my first spell casting 5e Character.
probably not the best, but I like him...
Tairdo
image
Male Half-Elf (Half-Drow) Wizard 1
Medium humanoid, neutral
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Armor Class 11
Hit Points 8 (1d6+2)
Speed 30 ft.
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STR 8 (-1)
DEX 13 (+1)
CON 15 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 12 (+1)
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Saving Throws Int +5, Wis +3
Skills Arcana +5, History +5, Investigation +5, Religion +5
Senses Darkvision 60 ft., passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish, Undercommon
Drow Magic You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Actions
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Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1d6-1 bludgeoning damage or 1d8-1 bludgeoning damage if used with two hands to make a melee attack.
Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
Spell attack (ranged). +5 to hit
Equipment Quarterstaff, arcane focus (staff), backpack, book, ink (1-ounce bottle), ink pen, little bag of sand, parchment (10), small knife, 10 gp
Cantrips: Acid Splash, Light, Poison spray
Level 1: Chromatic Orb, Detect Magic, Find Familiar, Grease, Magic Missile, Shield
spell save DC = 13
Cantrips: Acid Splash, Light, Poison Spray
Level 1: Chromatic Orb, Detect Magic, Magic Missile, Shield
Tairdo was an outcast from birth, his dark elf heritage caused him to be shunned by the elven community and being a half-elf, he was not always welcome among humans. His greyish pale skin tone did not instill a lot of trust in people.
Despite all of this, Tairdo managed to survive on the streets of Waterdeep. He had a knack for magic and a desire to learn. He would always find ways to get his hands on various books regarding the arcane arts. But without a proper teacher, he could never master much magic except for one spell; Dancing Lights this is his innate spell like ability
One evening, Tairdo stumbled upon a hidden library, little did he know, it belonged to Watchful Order of Magists and Protectors. While attempting to get his hands on a strange tome he found there, he was caught by the order’s librarian.
The ancient tome that he attempted to take was actually an intelligent book that was very selective of who could learn from it. To the Librarian’s surprise, the tome accepted Tairdo and allowed him access. The Librarian reported this to his master.
Intrigued by this discovery, Tairdo was brought into the fold as a student wizard of the Watchful Order of Magists and Protectors. Tairdo excelled at his studies, taking great pride in his ability to learn new magic so fast. Unfortunately, his heritage prevented him from really socializing. Tairdo remained an outcast all through his training.
This time alone had its toll on Tairdo, he came to despise his heritage, he sought to destroy the drow. He began his research into their customs, their religion, even learning what he can of their language.
Eventually, Tairdo’s skill became known to other arcane organizations. Tairdo was recruited into a secret society of wizards. An order made up of the best students of all the arcane schools of Waterdeep. Sworn to protect the libraries of arcane knowledge of Waterdeep, and the rest of the Sword Coast.
To this day Tairdo continues his sworn duty to protect the arcane libraries of the world; As well as expanding their contents.

Jereru |

Alright, I've made Inyanthima Wakpahé's background narrative style - if you need table rolls and the like just tell me and I'll sort it out.

mishima |

I have GMed, am GMing, and am playing some of the separate adventures (Forge, Tamoachan, White Plume...Sunless back in the 3.0 day). If that doesn't bar me, I'd love to be a player (in Tamoachan especially).
Is this all taking place on Toril? I know they are all from separate places. I'd make a native character from wherever Tamoachan is set. I've not seen anyone else running Tamoachan here...*salivates*

wanderer82 |

Might as well give this a try. Have no experience yet with 5e, but love some Undermountain.
4d6 ⇒ (6, 4, 2, 3) = 15 = 13
4d6 ⇒ (4, 4, 5, 6) = 19 = 15
4d6 ⇒ (4, 6, 2, 4) = 16 = 14
4d6 ⇒ (2, 6, 2, 4) = 14 = 12
4d6 ⇒ (2, 6, 3, 6) = 17 = 14
4d6 ⇒ (3, 2, 1, 3) = 9 = 8
that looks workable. Thinking a cleric or bard, need to read a little further.

TPJ |

Hi there. I'm gonna give this a go. I've played B/X, 1e and 5e with a lot of downtime in-between.
4d6 ⇒ (2, 1, 1, 6) = 10 = 9
4d6 ⇒ (2, 3, 5, 4) = 14 = 12
4d6 ⇒ (2, 6, 3, 6) = 17 = 15
4d6 ⇒ (3, 3, 6, 2) = 14 = 12
4d6 ⇒ (2, 6, 2, 4) = 14 = 12
4d6 ⇒ (1, 5, 2, 6) = 14 = 13
I just finally cracked open Xanathar's Guide so I'll see what catches my eye. I'm thinking probably an Arcane class.