Horde of the Dragon Queen by hiiamtom (Inactive)

Game Master hiiamtom

A modified Hoard of the Dragon Queen starting at level 3.

This is coming from my interest check thread on a 5e game, where the crowd was 50/50 split on a OSR module and a one of the 5e adventures.

Details about my game:
  • System - 5e
  • Setting - This game will start in Forgotten Realms. I am not super knowledgable about FR, but there's a great Wiki.
  • Players - I'm looking for 5.
  • Additional resources - I will be posting images for maps, and we will be using theater of the mind.
  • Starting level/resources - level 3, standard equipment
  • Available races/classes/etc. - Anything and everything. Anything not produced by WotC is subject to my approval, while UA/published material is not.
  • Starting ability scores - Standard array or 27 point buy.
  • Alignment restrictions - None, but don't abuse it.
  • Optional rules in play - Multiclassing and Feats (Ch 6, PHB), Action Options (pg 271, DMG), Hitting Cover (pg 272, DMG), & Cleaving through Creatures (pg 272, DMG). I may pick up some variants to meet a situation, like adjudicating spell areas of effect. I might also add some depending on the adventure in question.
  • House Rules - modified feats from the PHB (link)
  • Type of campaign - This will depend on module, but they are open ended and use milestone leveling.
I will transcribe any custom/variant rules into the campaign description when the campaign starts up.

To submit a character:

  • Complete a sheet for a level 3 character. It isn't required to make an alias to do so.
  • Include a character backstory, and make sure to include their current goals and desires.
  • Your adventure preference.

I'd like to close this out within 7 days, so get submissions in quickly.

Dot! Wow you're running both!! I'll have something by Monday.

Dot. I need to think on this.

Ooh, interesting. I'll get something up.

EDIT: I have an idea for a Paladin character. Do you mind if I have leather or studded leather instead of chain armour?

Tis'kaliss (Belac93 here). I went with an elf Paladin of Mask. I kept the name from a previous character who's game died, but they were totally different (lizardfolk rogue torturer). Equipment, backstory, and personality needs work, but I'm going to have dinner and watch a movie with the family soon, so I don't really have the time.

For an adventure, I'm fine with anything, but I would rather not Curse of Strahd or Rage of Demons, as I'm already playing them. I would prefer a classic adventure.

I'm fine with exchanging a chain shirt with studded leather, that limited choice bugs me a bit too. Keep the extra 5GP too.

Introducing Elena D'Augustino, Swashbuckler Rogue and adventurer extraordinare!

Elena D'Augustino:
Human (Variant) Female Rogue (Swashbuckler) level 3
Alignment: Chaotic Good
Background: Noble
Str: 10, Dex: 16, Con: 14, Int: 10, Wis: 8, Cha: 16
Rapier: +5 Attack | 1d8 + 3 (+2d6 Sneak Attack) damage
Short Sword: +5 Attack | 1d6 + 3 (+2d6 Sneak Attack) damage
Saving Throws: Dex: +5, Intelligence: +2
Skills: Athletics +2, Acrobatics +7 (EX), Stealth +5, Perception +3 (EX), History +2, Deception +5, Persuasion +5
Senses: Passive Perception 13
Languages: Common, Dwarven, Elvish
Class Features: Expertise (Acrobatics, Perception), Sneak Attack (2d6), Thieves' Cant, Feat (Athlete), Cunning Action, Fancy Footwork, Toujours l’Audace
Personality Traits: "Sorry, I got distracted, what were you saying?" - "First we dance, and then we FIGHT!" - "Shall we negotiate?"
Ideals: Glory, Honor, and a glass of the finest wine
Bonds: "I have to protect my people with everything I have."
Flaws: "Please, there's nobody better at what I do." And "One drink? Why not two for good measure?"
The black sheep of the D'Augustino family, while she's famed for going on wild adventures, she's also famed for embarrassing her family with her parties. A daring swordswoman, she has a reputation for her swashbuckling attitude, and her excuse for many of her escapades is "I was bored, and it seemed like a good idea at the time." She is a skilled adventurer seeking more excitement, because parties with her fellow nobility get boring after a while.

My preferences: She can fight, she can do intrigue, this is a character with a lot of options, I'm up for what everybody else wants.

hiiamtom wrote:
I'm fine with exchanging a chain shirt with studded leather, that limited choice bugs me a bit too. Keep the extra 5GP too.

Cool! I'll get up the rest of the sheet by the end of Friday.

ReconstructorFleet wrote:
Introducing Elena D'Augustino, Swashbuckler Rogue and adventurer extraordinare!

Didn't you post this character on my recruitment here?

Heh, its going to be odd DMing and playing alongside the same character in 2 different games.

The difference is timing: your game doesn't close recruitment until June 10th, this one closes recruitment in seven days. ;) If I get the character in for this one, I'd send in a different submission for yours. If I don't get the character in on this one, it stays the same for yours.

In short: Shenanigans.

Sovereign Court

My preference is Hoard of the Dragon Queens or one of the modules, and his backstory is centered around it. Though he does have other goals and motivations in case we play something from another season. Some goals and motivations are not relevant to any story.

Tiamat will want him dead or turned evil, if Tiamat discovers his secret of who he is, Tiamat's grandson. He will want to destroy Tiamat and her minions to protect his secret, or even himself, as he would be prime target if the evil villains discovered who he was. Or his other motive could be revenge. I did however, name one main villain indirectly involved in his secret/birth from each of the other two Forgotten Realms books, Out of the Abyss and Prince of the Apocalypse. Offing them and any minions or followers they have, especially ones that helped would be just as important.

I submit Conner Hawthorne for consideration. His alias was already created. So, please feel free to review his completed character sheet in the profile.

1) Conner is a Dual Wielding (Longsword and Flail) Fighter (Champion Archetype) - Please see profile for details

2) He is a former infantry soldier in the Purple Dragons who has left the ranks with honor and now seeks individual adventure and the protection of the good-folk of the realms.

3) I would prefer a module by module approach, but I would not withdraw my submission if a larger 5E adventure were selected. I am already participating in a Curse of Strahd and Hoard of the Dragon Queens PbP.

Tis'kaliss is finished. I went with a character who wanted to be a tortured hero and rebel, but everyone was too supportive. He uses 2 scimitars, and is a priest/thief type character.

And a paladin.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

•Additional resources - I will be posting images for maps, and we will be using theater of the mind.

Can you elaborate on this? How vital is it to be able to view the map regularly?

I like the variety of submissions!

Adventure voting:

  • Curse of Strahd: -2
  • Out of the Abyss: -1
  • Princes of the Apocalypse: 0
  • Horde of the Dragon Queen: 1
I'm running a Curse of Strahd game right now (and will be hosting one soonish), so it's getting another down vote from me. I wouldn't mind running Horde of the Dragon Queen, so long as you all realize it's by far the most linear adventure.

@Jiggy: I have been posting maps like this:

hiiamtom wrote:

Emron enters the room and positions himself in front of the stained glass doors. Balandusk swings the doors open wide, and Bazim swiftly steps into the portal armed for anything... only to find a balcony outside the house.

The balcony itself was 8-10 foot square, but the stranger parts was the wall of mist swirling in front of his eyes. The mist is standing in place at the edges of the balcony, with tendrils probing the air briefly before dissolving to nothing. There is a little bit of mist spilling a foot or two over the railing and onto the floor or of the balcony.

Looking to his right, Bazim sees a small window into the room behind the door not taken (door F). The room appears empty except for a bassinet, and a mobile of spiral shapes dangling above it. Pressing his ear to the glass he can here the cries coming from inside.

Updated Map

And only use the maps when it's a dungeon or some other detailed piece of the adventure - and it's only for relative position and clarifying door labels and such.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Let me re-frame my question: If I'm only able to view the map a couple of times per week, and therefore have to do most of my posting "blind", would you—as the GM—consider this a problem?

I already know that I can go maples; I'm trying to be considerate of you. :)

I don't think it's a big deal, I post the descriptions along with the map anyways so I think it would be fine.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Groovy. Now I've just got to narrow down my character ideas. :D

In a Horde of the Dragon Queen now, and it is the most linear - I agree.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Alright, I think I'm gonna try putting together an elven fighter/wizard—sort of a re-vamp of a character I tried to play in another game that fizzled. How high of a level are we likely to eventually reach?

Im putting together a way of shadow monk wood elf. Sort of tortured soul seeking redemption for the orders he followed by his former masters.

I vote horde of the dragon queen. My second vote is for starhd

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

For the record, I'd be totally fine with a "linear" adventure; in PbP, the slower pace can often mean that a more "sprawling" adventure runs the risk of players getting a little lost.

Also, I'm already playing Curse of Strahd in a meatspace group, so there's that.

Nowhere near finished, but dotting with this alias so that it's quicker to get to my profile for further editing.

Executive Decision

We'll be playing Horde of the Dragon Queen, but starting at level 3. It will be tailored to my tastes in places.

Sounds good.

Fine by me.

I'm in. ^_^

Question. Since, we are starting higher level, do combats and other challenges get adjusted? Or is the beginning going to be the same? We will breeze through the first chapter or two if no adjustments are made, but with the way leveling goes, and the fact that leveling is non linear it will probably catch up to us no later than the start of chapter three and it ultimately won't matter. We will just be 900 experience ahead of the game which is negligible in later levels, unless you aren't using xp and instead milestones.

Edit: In other words I'm okay with either, but if we are always two levels ahead of the game with no adjustments it makes the game too easy,.

I'm using milestones, and I'm going to adjust the adventure accordingly. I'm decently familiar with HotDQ, so I already know things I would change - it really lags in the middle and picks up to a good conclusion.

I'll use milestones because it's easy and allows better encounters with some of the more open-ended goals later in the book.

I present for consideration Arden Moonshade


Arden Moonshade
Male wood elf monk 3
Medium humanoid, lawful neutral

Armor Class 15
Hit Points 24 (3d8+6)
Speed 45 ft.
STR 10 (+0), DEX 16 (+3), CON 15 (+2), INT 10 (+0), WIS 15 (+2), CHA 8 (-1)
Saving Throws Str +2, Dex +5
Skills Acrobatics +5, Deception +1, Insight +4, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Undercommon


Dart. X10 Ranged Weapon Attack: +5 to hit, range 20 ft./60 ft., one target.
Hit: 1d4+3 piercing damage.

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

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6+3 bludgeoning damage or 1d8+3 bludgeoning damage if used with two hands to make a melee attack.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 1d4+3 bludgeoning damage.


  • MartialArts
  • Unarmored Defense
  • Ki
  • Unarmored Movement
  • Deflect Missles
  • Shadow Arts


The Moonshade Wood Elves were more than just protectors of the forest, they were shapers of destiny or so they thought.

Arden was born a monk into the Moonshade clan sworn to protect their forest from all outside forces. Including taking care of those whom they considered potential threats. Arden had stolen for the clan and killed for the clan and he did it out of duty it was who he was and what he was meant for.

A local hamlet leader decided to start harvesting wood from the forest. The man was poor he had nothing but his village and his family. Arden was sent to send a message. Arden killed the very young son of this leader, the fear and the boy's eyes and the anguish that tore through the father and the town over this innocent lose tore into Arden. Arden watched as the father withered and died of sorrow his wife soon following and the hamlet slowing withered to nothing with the loss of the only true leader in a generation. Arden was changed.

Arden does not know what he is except he's no ones pawn and that everyone deserves the right to find a way to live with out forces manipulating the world crushing the spirit to keep on living.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

What's the basic opening premise of the adventure? I want to make sure I make the type of character who would get involved.

EDIT: Also, a few other questions:

How do you feel about tweaking backgrounds, per the guidelines in the PHB?

Can unwanted starting equipment be sold back for half price, and that gold (along with the little bit of gold from the background) be used to buy other stuff?

I kind of have a thing for straight-bladed slashing swords, but there's no such thing among the martial finesse weapons (scimitar is curved, shortsword and rapier are piercing). It may seem trivial, but can I use a sword that's identical to the rapier except for dealing slashing damage instead of piercing? (Maybe call it a "longblade" or something?)

The premise of Horde of the Dragon Queen is that a party that has either A) stumbled onto information about the Cult of the Dragon or B) has some sort of invested knowledge or interest about dragons that could be used to aid the factions taking arms against the Cult of the Dragon.

There are specific background features available to customize backgrounds to this campaign (LINK) that allow you to exchange the bonds or feature of any background. I fully support tweaking backgrounds to fit the character, using the guidelines in the PHB. I should have linked these earlier.

At the start of this adventure, you have been invited to the town of Greenest by the monk and scholar Leosin Erlanthar and have been traveling in a small caravan south from Waterdeep, the City of Splendors where you all gathered from where ever you hail from. You have known each other for a little over a fortnight, and are being accompanied by a few faction members who are also traveling to Greenest with supplies for the fortification there.

Again, I should have posted this earlier and meant to.


Unwanted equipment can be sold back at full price and be exchanged for equipment for that build. I myself have built DEX paladins and STR rangers and it's hard to do, so I understand the need for flexibility. Don't sell the individual items from your equipment pack, they must be sold as the entire pack.

I have no issue refluffing a rapier to be slashing, I am a big fan of single edged swords myself. You can call it whatever you want, but if you want my limited expertise Germans swordsmen used single edged sword frequently - they were known as "messer" which means "knife" - due to a technicality in German laws. Two appropriate for what you are describing is the "fechter messer" (fencing knife) or "langes messer" (long knife).

Backstory copy-pasted from profile:

Larissa Galanodel was nobody special, just an amateur elven adventurer. She knew how to handle herself with a sword well enough, and was beginning to dabble in magic after an expedition with an ill-prepared freelance group nearly cost her life. She had saved up some money, and wanted to enroll in a wizarding academy in Waterdeep. However, on her way there, she passed through an alleyway and saw a man threatening a family of four (one of whom was already on the ground). She intervened, swords were drawn, and when the dust settled, the man doing the threatening and the father of the threatened family were both dead.

Guards arrived, and Larissa soon learned that the common thug was in fact a local noble who had merely been "disciplining" his servants. Thus, Larissa was taken into custody for murder, and the survivors from among the fatherless family were taken into custody for "causing a ruckus". After two days in prison, she fully expected the lot of them to be headed for the gallows, but what happened next surprised her.

Instead of being hanged, she was released. The officer who returned her effects to her mentioned something about how she should have mentioned her knighthood sooner. Among the belongings that were returned to her were a signet ring she'd never seen and a scroll of pedigree with her name on it. Though confused, Larissa thought quickly and asked that the servants be handed over to her as "compensation", and to her surprise, her request was granted.

Larissa then experienced a change in lifestyle. She gained something of a reputation, and townsfolk who wouldn't have given her the time of day before would now offer polite nods when passing her in the street. The academy she had hoped to have enough money to get a few lessons from instead took her on for free because of her rank and reputation. In the meantime, the human family she had rescued (a woman in her late thirties named Bella, her teenage son Tord, and ten-year-old daughter Lia) came to live with her as her "retainers", thus shielding them from further persecution from their former employer's family.

Larissa never found out where her newfound nobility had come from, though she thought she saw someone wink at her when she left the guardhouse on the day of her release; unfortunately, the person was across the street in a crowd and she didn't get a good look at them. Larissa fears that one day she will be found out, risking not only her own life but also those of Bella, Tord, and Lia. As a result, when monk and scholar Leosin Erlanthar invited her to the smaller town of Greenest, she jumped at the excuse to get out of town and try to get back to the lifestyle she knew. She brings her "retainers" with her, hoping to earn enough cash to support them for a while and hopefully set them up for a new life, out of the shadow of their old masters.


High elf fighter/wizard multiclass.

Current Submission List:

  • Tis'kliss - Half-Elvish Paladin (Vengeance)*
  • Elana D'Augustino - Human Rogue (Swashbuckler)*
  • Jazz Krazz - Aasimar Sorcerer (Draconic)
  • Conner Hawthorne - Human Fighter (Champion)
  • Larissa Galanodel - Elvish Wizard/Fighter

*submitted to other games as well.

I'm leaving this open until Tuesday morning (roughly 9am CST)

Hey Larissa! There's actually a really cool Wizard Archetype in the Sword Coast Adventurer's guide that's literally "I'm a Wizard with Fighter Type Melee Sword options." :D Have you seen it? It's my new favorite thing, and it allows you to be a really fighty wizard. ^_^ I just got the book, and I'm in love with it.

I was considering giving a Druid a try and was looking at some of the possible wild shapes when I came across Cirlce of the Swarm from Kobold Press's Southland Heroes. What would you think about this?

Cirlce of the Swarm:
Variant Druid: Circle of the Swarm (Circle of the Moon)

Insectoid Forms
Your wild shape feature works as the Circle of the Moon’s Circle Forms with the following changes.

Your choice of forms is limited. You may use Wild Shape to change into any insectoid, arachnid, or similar beast (such as a crab), though you must still have seen the creature to do so. In addition, you gain access to the following list of non-standard forms (you must follow the same CR and ability restrictions as outlined in Circle Forms): ankheg, carrion crawler, death wasp (use wyvern stats), giant rhinoceros beetle (use triceratops stats), and swarm of insects (all variants). Other insectoid forms may be available at your DM’s discretion.

Monstrous Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a bullette, chuul, phase spider, or umber hulk. This ability replaces Elemental Wild Shape.

I haven't played enough 5e to be confident on the balance issues, but it actually fit the concept I was considering perfectly.

I'll allow it. It looks like it would be cool, and I can't call it broken knowing how long it will take to get to those CR levels. If things go wonkier than a brown bear before level 6 we might need to adjust.

Thanks! I will work up the PC tonight.

If it helps, I was about to edit my post to include what forms are possible at which levels. I think this is a complete list of possible wild shape forms:

Level 2: Crab, spider, giant centipede, giant crab, giant fire beetle, giant wolf spider, swarm of insects/beetles/centipedes/spiders

Level 6: Ankheg, carrion crawler, giant scorpion.

Level 8: Giant wasp, swarm of wasps

Level 10: Phase spider**

Level 12: Chuul**

Level 15: Bulette**, Rhinceros beetle (triceratops), umber hulk**

Level 18: Death wasp (wyvern)

And I believe these are the only forms I can take (which is fine with me, there is a nice spread as we progress in levels).

bold ones are new options not available to ordinary Cirlce of the Moon

** Requires 2 uses of wild shape

Here is G-units submission. The below info is also in his alias.


Aemon Stormsinger
Male Half elf Bard [College of Valor] 3
Medium humanoid, neutral

Armor Class 15
Hit Points 24 (3d8+6)
Speed 30 ft.
Initiative +4
STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 10 (+0), WIS 10 (+0), CHA 16 (+3)
Saving Throws Dex +5, Cha +5: (Advantage vs. being charmed, and magic can’t put you to sleep)
Skills Athletics +1, Acrobatics +4, Animal Handling +1, Arcana +1, Deception +5, History, +1, Insight +2, Intimidation +5, Investigation +2, Medicine +1, Nature +1, Perception +4, Performance +4, Persuasion +5, Religion +1, Sleight of Hand + 4, Stealth +8, Survival +1
Proficiencies Simple Weapons, Martial weapons, Light Armor, Medium Armor, Shields, Gaming Set[dice], Thieves tools, Lute, Drum, Horn
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic, Elvish
Attack Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+3 piercing damage.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 1d8+3 piercing damage.
Bonus Actions
Bardic Inspiration Uses: 3/ long rest, Range: 60, Benefit: 1 creature that can hear you gains one Bardic Inspiration die, a d6 usable once within the next ten minutes. Which can be added to one ability check, attack roll, damage roll, saving throw it makes or to its armor class for one attack. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Spell Casting, Bardic Inspiration (d6), Jack of All Trades (+1), Song of Rest (d6), Bardic college (Valor), Expertise (Stealth, Perception), Bonus Proficiencies, Combat Inspiration, Darkvision 60, Fey Ancestry, Skill Versatility, Criminal Contact,
Spell DC: 13
Spell attack: +5

Spells /day
1st level 4
2nd level 2

Spells Known
1st level: Healing Word, Tashas Hideous Laughter, Dissonant Whisper, Faerie Fire
2nd level: Heat Metal, Suggestion

Cantrips Minor Illusion, Vicious Mockery
Rapier 2lb, Dagger 1lb

Studded Leather 13lb

Other Gear
Lute 2lb, Explorers Pack (backpack 5lb, bedroll 7lb, mess kit, tinder box 1lb, 10 days rations 20lb, waterskin 5lb, 50’ hempen rope 10lb)

Coins & Gems
GP: 12


Background: Criminal [Spy, Variant]
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.

Feature: Cult of the Dragon Infiltrator [Optional ToD]
You have infiltrated the ranks of the Cult of the Dragon. Having spied on the organization for quite some time, you are familiar with its inner workings and customs. You have a second identity as an initiate of the cult, enough of a façade to blend in as a simple grunt or servant.

Bond You and your family were members of the cult of Dragon, until your fivals in the cult arranged to wipe you out. Though they slaughtered your kin, you survived, but they think you’re dead. Now is your chance for vengeance! Your hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. You have arrived in Greenest knowing it’s next on the cult’s lists of targets.

Personality Trait I always have a plan for what to do when things go wrong.

Ideal People: I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)

Flaw An innocent person is in prison for a crime that I committed. I’m okay with that.

Aemon quickens his pace as he notes the rapidly darkening skies that herald the approach of evening. Adjusting his pack he looks around at his traveling companions and is thankful for their company these last few days. There is safety in numbers when traveling along the sword coast, he thinks. Not that he was a stranger to the dangers along the Coast Way road having made his living traveling between Nashkel and Waterdeep as a wandering minstrel and teller of tales. That was one of the covers he used to help him gain information on the Cult of the Dragon.

Finally my efforts are paying off, Aemon thinks as he remembers the chain of events that have led him on the road to the town of Greenest.

It was a little over a half a dozen years ago when Aemon’s father told the family about the glorious Dragon Cult and how it would change their lives. Aemon’s father was right joining the cult changed their lives, unfortunately the biggest change was in making his families lives much shorter. For a short while the family became more prosperous as Aemon’s father rose through the ranks of the cult. However, his father’s quick ascension through the ranks of the cult led to jealousy on behalf of some of the other cult members.

The morning his family was killed was the culmination of that jealousy. Aemon remembers that his family was heading to one of the cult meetings when they were joined on the road by some other cult members. Aemon recognized them as Frulam Mondath, Bog Luck, and Rezmir some of his father’s closest associates within the cult. The attack by the three traitors was quick and bloody and his family was dead before they had a chance to utter a scream. Aemon was left for dead in a ditch and as fortune had it he avoided the fate of his family. As he dragged himself from the ditch Aemon swore his vengeance on his family’s murderers and the twisted dragon cult.

In the beginning he had to beg, borrow, and steal for his survival as he couldn’t risk returning to his home. Eventually, he was able steal enough coin to purchase a lute and place the blame some unsuspecting townsman in Beregost. Over the past three years he has traveled the Sword Coast as a wandering bard looking for information on the Dragon Cult and those who slayed his family. Recently he was able to infiltrate the organization and learn that the town of Greenest was high on the cults target list.

Aemon shakes his head at the memories while eyes adjust to the approaching gloom of evening. He looks down the road toward Greenest and whispers with a smile on his lips, I’m coming for you.

Whether you find the half-elf Aemon Stormsinger sitting in the corner of a tavern or as a traveler along the Coast road he usually has a song on his lips, a lute in his hands, and a sword strapped to his back. He is tall and thin with a pleasant face covered with unruly red hair and sapphire blues eyes that seem to laugh at the world. Aemon is usually adorned in leather armor and well-worn boots.

Dot. Should have something by tomorrow.

For submission, Amber Strakeln, Dwarven Barbarian. Though not the brightest apple in the meat pantry, Amber is always up for a good fight, romping trough nature, and racing everyone to the bottom of the ale barrel.

1 person marked this as a favorite.
ReconstructorFleet wrote:

Hey Larissa! There's actually a really cool Wizard Archetype in the Sword Coast Adventurer's guide that's literally "I'm a Wizard with Fighter Type Melee Sword options." :D Have you seen it? It's my new favorite thing, and it allows you to be a really fighty wizard. ^_^ I just got the book, and I'm in love with it.

Thanks, but that looks like "full wizard with a minimum level of fighting tacked on" - kind of the reverse of the Eldritch Knight's "full fighter with a minimum level of spellcasting tacked on". I'm going for something closer to an even split. Also, for this character, I'm not too keen on the performance/dance theme.

  • Tis'kliss - Half-Elvish Paladin (Vengeance)*
  • Elana D'Augustino - Human Rogue (Swashbuckler)*
  • Jazz Krazz - Aasimar Sorcerer (Draconic)
  • Conner Hawthorne - Human Fighter (Champion)
  • Larissa Galanodel - Elvish Wizard/Fighter
  • Aemon Stromsinger - Half-Elvish Bard (Valor)
  • Amber Strakeln - Dwarvish Barbarian (Totem)
  • Arden Moonshade - Elvish Monk (Shadow)

*submitted to other games as well.

Great submissions. Please let me know if I am missing any!

Looks about right to me...when do you plan on making final decisions and getting started? Great group of submissions...I concur.

Tomorrow morning is still the deadline.

Here is my submission. Also cross-posting to your other recruitment thread.


Female earth genasi druid (Circle of the Swarm) 3
Medium humanoid, neutral good
Armor Class: 13
Hit Points: 24 (3d8+6)
Speed: 30 ft.
STR 13 (+1), DEX 14 (+2), CON 14 (+2), INT 8 (-1), WIS 15 (+2), CHA 10 (+0)
Saving Throws: Int +1, Wis +4
Skills: Perception +4, Sleight of Hand +4, Stealth +4, Survival +4,
Tool Proficiencies: Herbalism Kit, Disguise Kit, Thieves' Tools
Senses: normal, passive Perception 14
Languages: Common, Primordial, Druidic


Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1d6+2 slashing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30 ft./120 ft., one target.
Hit: 1d4+2 bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.



Earth Walk, Merge with Stone, Wild Shape (Insectoid Forms variant, 1 hour, expend spell slot heal 1d8/spell level), City Secrets


Prepared: 5, Save DC: 12, Attack: +4

Magic Stone, Mold Earth


Leather armor, explorer's pack, Druidic focus (dead scarab tied to a rock), small knife, map of Calimshan (heavily featuring back alleys and the Undercity sewer system), common clothes, pet beetle, belt pouch, thieves' tools

10 gp

Background and Personality:

Background: Urchin
Personality Trait: I like to squeeze into small places where no one else can get to me.
Ideal: Aspiration - I'm going to prove that I'm worthy of a better life.
Bond: I owe a debt I can never repay to the person who took pity on me.
Flaw: It's not stealing if I need it more than someone else.

Ama's earliest memories are of struggling for survival on the streets of Calimport. Her early years are a blur of endless scavenging with each day a repeat of the last. All this changed when she was found by Bashir the Elder, Archdruid of Calimport. Mocked by many as vagrant beggar, Bashir was actually a powerful druid and self-appointed protector of the city, especially the destitute masses living on the streets. Bashir initially taught her the basics of surviving - how to steal enough to not rise the ire of the merchants, which inns provided the best cast off scraps, and where to hide from city guards and those who would prey on the street urchins.

Soon, however, Bashir began to notice Ama mirroring him as he patrolled the city. In particular, her unnatural ability to move about the city in ways that often left him unable to find her impressed the ancient druid. Studying her closer, he realized that she was touched by the dao, and that perhaps even genie blood ran through her veins. Taking her as his apprentice, he began to teach her how to listen to the city as a living thing. Its health could be measured in the vitality of its vermin, as they were first to show signs of infection. The lowest merchants were its pulse, showing signs of oncoming hardship long before it strikes the nobility. Urchins like her were the nerves sensing all aspects of the city and only needing a central spirit to gather that information. Bashir had been that spirit, and now he trained Ama, his "Alley Gnat." Ama learned quickly and became a devoted apprentice, carrying out his work throughout the city.

Just over a year ago, Bashir informed Ama that he had received a summons to assist former companions of his in the North. Ama could tell the threat was dire if Bashir was willing to leave the city he protected. Ama continued his work, but soon found she felt more concern for her mentor than for the city. Over the months, she found herself realizing that it was Bashir alone who has cared for her, and the city had left her to starve and die. As it came to the first anniversary of Bashir's departure with still no word from him, Ama turned her back on the only city she ever knew. After stealing a sword from a drunken guard, she left and traveled north to search for word of her mentor and learn of the world beyond Calimport's walls.

Ama is a deeply conflicted person still trying to find her place in the greater world. On the one hand, she is caring and seeks to protect the weak. On the other hand, she is quick to turn her back on those who don't appreciate her. She dreams of greatness rivaling the stories Bashir would tell off his exploits, but also feels she isn't worthy unless she proves herself. However, she has grown quite fond of her current companions and has begun to worry about the day she receives word of Bashir's whereabouts and face the dilemma of searching for her mentor or remaining with her newfound friends.

Thank you for your consideration!

When you say anything and everything on the races part... would that include the Changeling from the Eberron UA?

Not sure if you'd be okay with that, so only going to post a bit of crunch until I get a thumbs up. Criminal background, I do have traits and stuff picked out and a general idea as to his personality and a bit of background. (More than likely was accidently plane shifted years ago and has been wandering the Sword Coast. Made a pact with one of the elder gods after being promised a way home, isn't sure yet what is expected of him as payment.)

Crunch: Jin Steelgleam:
Jin Steelgleam

Male (usually) changeling warlock (The Great Old One) 3
Medium humanoid, lawful neutral
Armor Class: 13
Hit Points: 24 (3d8+6)
Speed: 30 ft.
STR 8 (-1), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)
Saving Throws: Wis +3, Cha +5
Skills: Arcana +2, Deception +5, History +2, Perception +3, Stealth +4
Tool Proficiencies: Dragon Chess, Thieves' Tools
Senses: Passive Perception 13
Languages: Common, Elven, Draconic
Shapechanger: As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance


Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft
Hit: 1d10+3 force damage

Quarterstaff. Melee Weapon Attack: +1 to hit, one creature.
Hit: 1d6-1 (Vers. 1d8-1) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target.
Hit: 1d6+2 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.


Agonizing Blast
Book of Ancient Secrets*
Pact of the Tome*
Awakened Mind

Slots: 2, Spell level: 2, Save DC: 13, Attack: +5

Eldritch Blast, Prestidigitation, Mending*, Shocking Grasp*, Shillelagh*

Spells Known
Witch Bolt
Tasha's Hideous Laughter

Ritual Spells in Tome
Detect Magic*

Leather armor, dungeoneer's pack, shortbow with 20 arrows, spear, daggers (2), an arcane focus (a ring set with a bloodstone) a crowbar, a set of dark common clothes including a hood, belt pouch, a gold coin minted in an unknown land

15 gp

Blows whistle.

OK guys, that's the end of submissions. I need a little time to review and post the chosen party.

For all not chosen, feel free to convert the character to my other campaign that will be starting the the classic TSR module T1: The Village of Hommett.

OK, this was a tough to narrow down to 5 players.

Here is the party:

  • Larissa Galanodel - Elvish Knight and Mage with a mysterious benefactor (Player Jiggy)
  • Aemon Stormsinger - Half-Elvish Bard and Spy; seeks revenge on the Cult of the Dragon (Player G-units)
  • Amber Strakeln - Dwarvish Barbarian and Survivalist who had a favor called in to bring them to Greenest (Player inxpitter)
  • Jazz Kraz - Aasimar sailor who is unaware of their draconic lineage (Player DoubleGold)
  • Conner Hawthorne - Human soldier with the heart of a lion (Player Filios)

I'm going to poke around a bit with your backgrounds via PM and double check the sheets, but I wanted to announce my choice for party immediately.

Thanks again for all the great submissions, it really was hard to decide on the party because of the quality of all submissions.

Community / Forums / Online Campaigns / Recruitment / hiiamtom's 5e Game - WotC Module TBD All Messageboards

Want to post a reply? Sign in.