
Death-Lok |
1 person marked this as a favorite. |

Hello all,
Looking to jump back into PbP and I've been wanting to play HotDQ for a while now. I know the module has issues, so will be running a modified version of it that hopefully you will enjoy. Since it was the first 5E campaign, I will assume the players are familiar with the general premise and the Cult of the Dragon.
Campaign stuff and character creation:
Set in FR
Sources allowable: All options in PHB and Sword Coast Adventurer's Guide
Starting Level and Wealth: 1
Stats: Standard array in PHB
Alignment: No evil
Factions: List 1-2 possible factions in FR that intrigue your character
Recruitment will be open for a week unless I receive some amazing applications early on so I reserve the right to modify the deadline.
Applications: I am looking for 4-5 characters. Please submit a character sheet (you do not have to create alias until selected if you that is your wish). Please include a physical appearance, short background, and most importantly, any ties you may have to the region and Greenest (the starting village). I will be adding to your background/history if selected.
Any questions, let me know. Game will be a mixture of combat and rp as you rise from in fame throughout the Sword Coast. Hope there's interest for this.

Vrog Skyreaver |

Here is my character's build...still working on his backstory.
TN Wood Elf Monk 1
Background: Hermit
Str 10
Dex 16
Con 13
Int 12
Wis 16
Cha 8
HP 9
AC 16 (10 base +3 dex +3 wis)
Prof +2
Init +3
Saves: Str: +1; Dex: +5; Con: +1; Int: +1; Wis: +3; Cha: +0
Speed: 35'
Unarmed Strike: +5 to hit; 1d4+3 damage
Skills:
Acrobatics +5
Athletics +1
Medicine +3
Perception +5
Religion +3
Languages:
Common
Elven
+2
Tools:
Lyre +2
Class Features:
Unarmored Defense
Martial Arts
Equipment:
Sling
Explorer's Pack
10 slingstones
A scroll case stuffed full of notes fram your studies
a winter blanket
a set of common clothes
7.5 gp
Background:
*Feature: Discovery
*Bond: I entered sedusion to hide from the ones who might
still be hunting me. I must someday confront them.
*Flaw: I like keeping secrets and won't share them with
anyone.
*Ideal: Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
*Personality Trait: I've been isolated for so long that I rarely speak, preferring gestures and the oeeasional grunt.

Vrog Skyreaver |

I'm still working on his backstory, but here's my crunch:
TN Wood Elf Monk 1
Background: Hermit
Str 10
Dex 16
Con 13
Int 12
Wis 16
Cha 8
HP 9
AC 16 (10 base +3 dex +3 wis)
Prof +2
Init +3
Saves: Str: +1; Dex: +5; Con: +1; Int: +1; Wis: +3; Cha: +0
Speed: 35'
Unarmed Strike: +5 to hit; 1d4+3 damage
Skills:
Acrobatics +5
Athletics +1
Medicine +3
Perception +5
Religion +3
Languages:
Common
Elven
+2
Tools:
Lyre +2
Class Features:
Unarmored Defense
Martial Arts
Equipment:
Sling
Explorer's Pack
10 slingstones
A scroll case stuffed full of notes fram your studies
a winter blanket
a set of common clothes
7.5 gp
Background:
*Feature: Discovery
*Bond: I entered sedusion to hide from the ones who might
still be hunting me. I must someday confront them.
*Flaw: I like keeping secrets and won't share them with
anyone.
*Ideal: Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
*Personality Trait: I've been isolated for so long that I rarely speak, preferring gestures and the oeeasional grunt.

Vrog Skyreaver |

I'm still working on his backstory, but here's my character's crunch:
TN Wood Elf Monk 1
Background: Hermit
Str 10
Dex 16
Con 13
Int 12
Wis 16
Cha 8
HP 9
AC 16 (10 base +3 dex +3 wis)
Prof +2
Init +3
Saves: Str: +1; Dex: +5; Con: +1; Int: +1; Wis: +3; Cha: +0
Speed: 35'
Unarmed Strike: +5 to hit; 1d4+3 damage
Skills:
Acrobatics +5
Athletics +1
Medicine +3
Perception +5
Religion +3
Languages:
Common
Elven
+2
Tools:
Lyre +2
Class Features:
Unarmored Defense
Martial Arts
Equipment:
Sling
Explorer's Pack
10 slingstones
A scroll case stuffed full of notes fram your studies
a winter blanket
a set of common clothes
7.5 gp
Background:
*Feature: Discovery
*Bond: I entered sedusion to hide from the ones who might
still be hunting me. I must someday confront them.
*Flaw: I like keeping secrets and won't share them with
anyone.
*Ideal: Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
*Personality Trait: I've been isolated for so long that I rarely speak, preferring gestures and the oeeasional grunt.

Vrog Skyreaver |

TN Wood Elf Monk 1
Background: Hermit
Str 10
Dex 16
Con 13
Int 12
Wis 16
Cha 8
HP 9
AC 16 (10 base +3 dex +3 wis)
Prof +2
Init +3
Saves: Str: +1; Dex: +5; Con: +1; Int: +1; Wis: +3; Cha: +0
Speed: 35'
Unarmed Strike: +5 to hit; 1d4+3 damage
Skills:
Acrobatics +5
Athletics +1
Medicine +3
Perception +5
Religion +3
Languages:
Common
Elven
+2
Tools:
Lyre +2
Class Features:
Unarmored Defense
Martial Arts
Equipment:
Sling
Explorer's Pack
10 slingstones
A scroll case stuffed full of notes fram your studies
a winter blanket
a set of common clothes
7.5 gp
Background:
*Feature: Discovery
*Bond: I entered sedusion to hide from the ones who might
still be hunting me. I must someday confront them.
*Flaw: I like keeping secrets and won't share them with
anyone.
*Ideal: Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
*Personality Trait: I've been isolated for so long that I rarely speak, preferring gestures and the oeeasional grunt.

Vrog Skyreaver |

Tyne
TN Wood Elf Monk 1
Background: Hermit
Str 10
Dex 16
Con 13
Int 12
Wis 16
Cha 8
HP 9
AC 16 (10 base +3 dex +3 wis)
Prof +2
Init +3
Saves: Str: +1; Dex: +5; Con: +1; Int: +1; Wis: +3; Cha: +0
Speed: 35'
Unarmed Strike: +5 to hit; 1d4+3 damage
Skills:
Acrobatics +5
Athletics +1
Medicine +3
Perception +5
Religion +3
Languages:
Common
Elven
+2
Tools:
Lyre +2
Class Features:
Unarmored Defense
Martial Arts
Equipment:
Sling
Explorer's Pack
10 slingstones
A scroll case stuffed full of notes fram your studies
a winter blanket
a set of common clothes
7.5 gp
Background:
*Feature: Discovery
*Bond: I entered sedusion to hide from the ones who might
still be hunting me. I must someday confront them.
*Flaw: I like keeping secrets and won't share them with
anyone.
*Ideal: Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
*Personality Trait: I've been isolated for so long that I rarely speak, preferring gestures and the oeeasional grunt.

Fabian Benavente |

Fabian Benavente wrote:Cool.Hey DM, I'd like to propose an elf rogue (future arcane trickster). I'm not as familiar with FR as I am with other 5e worlds, but I'll read into it to provide a PC with some background.
Thanks for hosting.
Game on!
Thanks.
Question 1: Would you allow a bard with the college of swords from Xanathar's Guide to Everything.
Questions 2: Can I have the faction agent background (Harpers)?
Thanks.
Game on!

Death-Lok |

Death-Lok wrote:Fabian Benavente wrote:Cool.Hey DM, I'd like to propose an elf rogue (future arcane trickster). I'm not as familiar with FR as I am with other 5e worlds, but I'll read into it to provide a PC with some background.
Thanks for hosting.
Game on!
Thanks.
Question 1: Would you allow a bard with the college of swords from Xanathar's Guide to Everything.
Questions 2: Can I have the faction agent background (Harpers)?
Thanks.
Game on!
1. I am going to enforce limit on source books so no.
2. Harpers are allowed.
Fabian Benavente |

Fabian Benavente wrote:Death-Lok wrote:Fabian Benavente wrote:Cool.Hey DM, I'd like to propose an elf rogue (future arcane trickster). I'm not as familiar with FR as I am with other 5e worlds, but I'll read into it to provide a PC with some background.
Thanks for hosting.
Game on!
Thanks.
Question 1: Would you allow a bard with the college of swords from Xanathar's Guide to Everything.
Questions 2: Can I have the faction agent background (Harpers)?
Thanks.
Game on!
1. I am going to enforce limit on source books so no.
2. Harpers are allowed.
Thanks for your prompt reply.
Please consider Quarion for inclusion in your game.
Let me know if you have any questions.
Game on!
Quarion
Male moon-elf Bard 1 (Faction Agent-Harpers)
Chaotic Good
Height: 5'8", Weight: 140 lbs
Init +3; Passive Perception 12
Inspiration: 0
--------------------
DEFENSE
--------------------
Armor: Leather
AC: 14 (No Armor - 13)
HP: 10/10
HD: 1
--------------------
OFFENSE
--------------------
Speed: 30 ft.
Melee: rapier +5, 1d8+3, piercing
Ranged: fire bolt, +5, 1d10 fire (120)
Str 10, Dex 16, Con 14, Int 11, Wis 10, Cha 14
Proficiency Bonus: +2
Saving Throws: Advantage vs. Charm, magic cannot put me to sleep, Dexterity, Charisma
STR (+0), DEX (+5), CON (+2), INT (+0), WIS (+0), CHA (+4)
Proficiencies: insight (+2) and investigation (+2) (background) and perception (+2), performance (+4), and stealth (+5) (class), thieves’ tools (+5)
Languages: Common, Elvish, Draconic
Equipment: rapier, leather armor, Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp
--------------------
RACIAL TRAITS
--------------------
+ 2 to DEX
Darkvision: 60' dim light as bright light and darkness as dim light.
Fey Ancestry: Advantage on saves versus charm, and magic cannot put you to sleep.
Keen Senses: You have proficiency in the Perception skill.
Trance: Gain long rest benefits after ‘sleeping’ for only four hours.
Languages: Common and Elvish
+ 1 to INT
Elf Weapon Training. You have proficiency with the longsword shortsword, shortbow, and longbow.
Cantrip. You know one cantrip from wizard’s list: fire bolt.
Extra language. Draconic.
--------------------
CLASS FEATURES
--------------------
PROFICIENCIES
Armor: Light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: lute, flute, oratory
Saving Throws: Dexterity, Charisma
Skills: perception, performance, and stealth
Spellcasting
Ritual casting
Bardic Inspiration: (bonus action; creature within 60’; creature gains bardic inspiration die (d6); use for attack roll, ability check, or saving throw; use CHA mod (2) between long rests)
--------------------
CANTRIPS/SPELLS
--------------------
Spell save DC = 12, Spell attack = +4
Cantrips (2 known + fire bolt)
Fire bolt (ranged attack, 1d10 fire, 120’)
Prestidigitation
Minor Illusion (30’, 1 minute)
Spells (2 1st level slots), (4 known)
1st level
Cure wounds (heal 1d8+CHA mod)
Disguise Self (1 hour)
Feather Fall (bonus action)
Sleep (90’, 5d8 hit points of creatures)
----------------------
BACKGROUND – FACTION AGENT (HARPERS)
----------------------
Skill Proficiencies: insight and investigation
Languages: thieves’s tools (exchanged for two languages)
Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp
Feature: safe heaven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Personality Trait: Nothing can shake my optimistic attitude.
Ideal: I always try to help those in need, no matter what the personal cost. (Good)
Bond: I owe my life to the agent who took me in when I was in deep trouble.
Flaw: I'm always in debt. I spend my gains on decadent luxuries faster than I bring them in.
Temporary Stats
HP 10/10
AC 14
Conditions: n/a
2/2 1st level spell slots
2/2 bardic inspiration
Backstory
Quarion dances and sings his way across Faerun. The overly optimistic elf loves to enjoy good company, good drink, and is usually paying for luxuries well beyond his means. His attitude of live now because tomorrow you may not be here governs his outlook on life.
That also gets him into trouble as he tends to get into debt to finance his extravagant lifestyle. Not being able to pay his debts almost got him killed if it wasn’t for the senior agent who ended up recruiting him to the Harpers. Knowing that he literally owes his life to the agent, Quarion is quick to do his duty and work as much as necessary for the Harpers. But only as much as necessary because the other times he just likes to enjoy life.
Usually short on cash, the elf manages to make a living by musical, oratory, and magical performances. Most of the time, he combines all three into a show that is hard to forget. He loves performing for children and will go out of his way to stage street-performances for those who cannot afford a ticket to his shows.
Concept
Quarion will be your typical bard, providing support to the group. He will be decent at subterfuge with good skills and spells to complement his information-gathering activities for the Harpers. He will be decent at ranged combat thanks to his innate magical ability (fire bolt) and able to hold his own in close combat. Outside of combat, he can be persuasive, be the face of the group as necessary, and be able to provide minor healing.

Lucendar |

Interested as well. Here is Juergen, human barbarian, last of his kind. I will work on his backstory and faction.
Juergen Strong-Bear
Barbarian l
Medium humanoid (human variant)
Alignment: Chaotic Good
Height: 6'1"
Weight: 220 lbs.
Hair: Blonde
Eyes: Blue
Armor Class 14 (Unarmored Defense)
Hit Points 14 (Hit Dice 1d12)
Speed 30 ft.
STR 16 (+3)
DEX 14 (+2)
CON 14 (+2)
INT 08 (-1)
WIS 12 (+1)
CHA 10 (+0)
Proficiencies (+2 proficiency bonus)
Armor: light armor, medium armor, shields
Saving Throws: Str +5, Con +4, Dex +2
Skills: Athletics +5, Intimidation +2, Perception +3, Survival +3
Feat: Polearm Master (Other creatures provoke an opportunity attack from you when they enter your reach).
Tools drum
Weapons simple weapons, martial weapons
Senses passive (Perception) 13
Languages Common, Giant
Background: Outlander
Origin: Exile
Personality Trait: I watch over my friends as if they were a litter of newborn pups.
Ideal: Glory in battle for myself and my tribe.
Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaw: Violence is my answer to almost any challenge.
Combat:
• Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft. Hit: 1d10 + 3 (or +5 if raging) slashing damage
Bonus action: +5 to hit, reach 10 ft. Hit: 1d4+3 (or +5 if raging) blunt damage
• Handaxe. Melee or Ranged Weapon: Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 3 (or +5 if raging and used in melee) slashing damage
• Javelin. Melee or Ranged Weapon: Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1d6 + 3 (or +5 if raging and used in melee) piercing damage
Class Feature: Barbarian feature (2/Long Rest)
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain +2 bonus to the damage roll.
• You have resistance to bludgeoning, piercing, and slashing damage.
Your rage lasts for 1 minute.
Equipment:
Halberd, 2 handaxes, 4 javelins
Explorer's pack
A staff, a hunting trap, necklace of bear claws, bear cloak, and a belt pouch containing 10 gp

Ziyad |
mishima here. I'll just assume its the normal packages, easy enough to change later.
Ziyad
Red Wizard of Thay
LN Mulan Human (variant) Wizard (illusionist) 1
8.14.10.16.10.16
hp: 6
AC: 12
pp: 10
slots: 2
Languages:
Common, Draconic
Feat:
Actor (advantage to pose as another, voice mimicry)
Proficiencies:
race: Deception
class: Int, Wis, Arcana, Investigation
bground(Sage): Stealth, Sleight of Hand, disguise, forgery
Spellbook:
Atk:+5 Sv: 13
cantrips: minor illusion, frostbite, mage hand
1st: disguise self, silent image(c), find familiar(R), grease, identify(R), comprehend languages(R)
prepped(4):disguise self, silent image, grease, comprehend languages
Creation Inventory:
dagger, component pouch, spellbook, scholar's pack, sage equipment
Faction of Interest: Harpers
Appearance:
Unquestionably, you see before you a Red Wizard of Thay. His fine Mulani features match the nightmare stories you've been told of the Unapproachable East. Hairless, he has an intricate tattoo pattern stretching across his scalp and left cheek looking like some complicated formula. Each finger is ringed with an almost greenish gold and he has multiple piercings in his ears, nose, and mouth likewise glistening an odd light.
Story Notes:
★ Ziyad is a scholar of the Shadowplane who has written many academic works and might be name recognized by highly studied individuals.
★ Rather than work with necromancy or diabolism as most of his Red Wizard brethren do, Ziyad worked with the Zulkir of Illusion and focused on all kinds of deception.
★ As a passionate member of the Thayan Ressurection rebel cell he seeks ultimately to dethrone Szass Tam and the necromancers of Thay.
★ Harpers share this goal, so Ziyad is trying to find them in order to strike up an alliance.
★ Ziyad has tracked a cult to the area of Greenest he believes is a cover for the Red Wizards of Thay. (and has perhaps infiltrated them?)

Death-Lok |

And another silly question, what do you mean starting wealth 1? Can we roll gold or is taking the premades the only option? Or some other starting value in mind?
I was referring to the equipment from PHB for class and background. I guess the phrase "starting gold" is a holdover from PF. :)

Death-Lok |

Death-Lok wrote:Fabian Benavente wrote:Death-Lok wrote:Fabian Benavente wrote:Cool.Hey DM, I'd like to propose an elf rogue (future arcane trickster). I'm not as familiar with FR as I am with other 5e worlds, but I'll read into it to provide a PC with some background.
Thanks for hosting.
Game on!
Thanks.
Question 1: Would you allow a bard with the college of swords from Xanathar's Guide to Everything.
Questions 2: Can I have the faction agent background (Harpers)?
Thanks.
Game on!
1. I am going to enforce limit on source books so no.
2. Harpers are allowed.Thanks for your prompt reply.
Please consider Quarion for inclusion in your game.
Let me know if you have any questions.
Game on!
** spoiler omitted **...
I didn't see Quarion's ties to the Sword Coast or Greenest.

Fabian Benavente |

Fabian Benavente wrote:I didn't see Quarion's ties to the Sword Coast or Greenest.Thanks for your prompt reply.
Please consider Quarion for inclusion in your game.
Let me know if you have any questions.
Game on!
** spoiler omitted **...
Yes, I did say that my information on FR is not extensive, other than reading the Drizzt novels of course. :)
I couldn't find much information on the FR wiki on Greenest other than it seems to be some sort of crossroads and a good place for caravans to stop.
As such, Quarion could have been sent by the Harpers to gather information on a particular caravan or on someone there waiting for this particular caravan.
I know 5e doesn't have a Player's Guide for each adventure but can you give us some starting info so we can better tie our PCs to the upcoming adventure?
Game on!

Death-Lok |

Death-Lok wrote:Fabian Benavente wrote:I didn't see Quarion's ties to the Sword Coast or Greenest.Thanks for your prompt reply.
Please consider Quarion for inclusion in your game.
Let me know if you have any questions.
Game on!
** spoiler omitted **...
Yes, I did say that my information on FR is not extensive, other than reading the Drizzt novels of course. :)
I couldn't find much information on the FR wiki on Greenest other than it seems to be some sort of crossroads and a good place for caravans to stop.
As such, Quarion could have been sent by the Harpers to gather information on a particular caravan or on someone there waiting for this particular caravan.
I know 5e doesn't have a Player's Guide for each adventure but can you give us some starting info so we can better tie our PCs to the upcoming adventure?
Game on!
General premise is that players have been sent to Greenest to investigate increased Cult of Dragon activity in the region. CoD is focused on enabling evil dragons, be they undead or alive, to rule Faerun.

Ziyad |
I was glancing through the old campaign settings for more info on Greenest. It seems to be relatively unused, though I was able to find the tale of its creation (a few paragraphs) in the 3.0 FR campaign setting...not much of use other than being the result of some shady deal with the Shadow Thieves of Amn (which is along its southern trail over the mountains).
SCAG has good general info, describing the Sword Coast and the North in the first chapter. Greenest is part of the 'Western Heartlands' so you can perk up when that is mentioned. (For 5e stuff, the North and the Savage Frontier are described more in depth in Storm Kings Thunder.) Greenest is very close to Baldur's Gate and Candlekeep, and geographically close to Amn though there is a big cultural gap across the Cloud Peaks. Berdusk neighbors and is important to Harpers.
Greenest also lies on the important Uldoon Trail, which connects the west (Sword Coast) and east (Dalelands, Moonsea, etc) of Faerun. So lots of traffic and trade from far flung locations, likely. Chauntea (harvest goddess) seems to be the main god. But yeah, not much info out there.

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Krusk Strombringer
½ Orc Cleric of Valkur[ Tempest]
Medium Humanoid(½ Orc) N
Hgt.” Wgt. Age:
Init:+1 Perception 15
XP:
Defense:
Armor: Chain Mail and Shield
AC:19
HP:11
Offense:
Speed:30ft.
Melee:
Warhammer +5 1d8+3 (1d10+3) Bludgeoning
Handaxe +5 1d6+3 Slashing
Belaying Pin[Club]+5 1d6+3 Bludgeoning
Ranged:
Statistics:
Str:16 Dex:12 Con:16 Int:10 Wis:15 Cha:8
Proficiency Bonus:+2
Saving Throws: Str+3 Dex+2 Con+3 Int+1 Wis+5 Cha+1
Skills: Athletics+5,Perception +5,Insight +5,Religion +2, Intimidate +1
]Tools:Navigator's’ Tools, Vehicles[Water]
Language:Common, Orc
Gear: 50 ft. Silk Rope, Common Clothes,pouch of 10gp,Holy Symbol[Valkur],Trinket;Brass ring that never tarnishes,
Priests Pack:Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
PP: GP:10 SP: CP:
Feat:
Ritual Casting:
-Can learn a number of spells to cast as a ritual. It is recorded in a ritual book and thus allow you to use it to cast the spell with no issue.
Racial Traits:
Darkvision: Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Menacing:
You gain proficiency in the Intimidation skill.
Relentless Endurance:
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Size: Medium.
Speed: 30 feet.
Background:Sailor
Skills:Athletics, Perception
Languages:Common and Orc
Traits:
-My Language is as foul as an Otyughs nest
-My Friends know they can rely on me,no matter what
Ideals:
-Respect: The thing that keeps the ship together is mutual respect between captain and crew
-Aspiration: I wish to own my own ship someday and chart my own destiny
Bonds:
-The dragons destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.
Flaw:
-Once I start drinking it's hard for me to stop
Background Feature:
Ships’ Passage:
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Spell-
Spell DC:13
Spell Attack:+5
Cantrips-3 1st-2
Cantrips: Sacred Flame, Thaumaturgy, Mending
1st- Fog Cloud*, Thunderwave*,Cure Wounds,Guiding Bolt,Shield of Faith
Ritual Spells”:
Class Traits:
Tempest Domain:
1st:Fog Cloud, Thunderwave
3rd:Gust of Wind, Shatter
5th:Call Lighting,Sleet Storm
7th:Control Water, Ice Storm
9th:Destructive Wave, Insect Plague
Bonus Proficiency: Martial Weapons and Heavy Armor
Wrath of the Storm:3/day(Wisdom)
A creature within five feet that attacks you you can use a reaction to deal Thunder or Lightning damage of 2d8 damage. Dexterity save for half.
An Adopted ½ Orc, who was bitten by the sailing bug due to his father, Agnor Stormbringers’ profession, he studied and learned all there was to be a sailor. In the end not only did he become a sailor but a devoted worshipper of Valkur! Eventually he was allowed on the Ship called Beshabas’ Bountiful Beauty a supposedly cursed vessel, under the Captain Veris Sig. Captain Sig as a petite woman who strangely commanded the vessel with respect and compassion. Her sailors were loyal and hearty, they worked hard and were rewarded for it. Krusk worked his way from cabin boy to a full fledged member. Unfortunately the Lad was unlucky as the ship was attacked by a Black Dragon, the Roar and Unnatural fear still haunt him, as does the huge disfigured scars that remain form the wickedly acidic breath it spewed on him. Valkur however spared Krusk from dying in the sea, instead he awakened in a boat with his gear and a new mission, to Avenge the Crew of the Beauty, and spread the power and word of Valkur!
What is Krusk intolerant About; Well being raised by a sailor and basically a ship, he doesn’t tolerate slacking off when a job is needed to be done. Even watching from the crows nest requires you to be vigilant and do the job. Slackers got corded or worse reduced rations.
2. What Is the most Satisfying thing about being an adventurer: Well Krusk is not satisfied with his current lot, the pain and horror of his past, which basically his reason for his current adventuring, is put aside. Krusk enjoys the freedom it brings, its chance to let him prove himself to Valkur and spread his gods name. Otherwise if he truly could adventure at sea he would be ecstatic spreading his word and victories far and wide while exploring and trading to his heart's content!
3. Brave,Pious,Haunted
4.Krusks favorite food: Would have to be freshly caught fish, seared with lemon and lime over rice, or a nice hearty Pork stew with fresh vegetables. Washing it all down with Mead or Grog.
5. Krusks’ Theme Song would be obviously Survivor
6. Whats’ insides Krusks’ pockets!!![Sounds like a fun Game Show] A pennant form the Beauty, some spare change, probably a key, a cork, and obviously wet lint. Oh and pamphlet about the glories of Valkur and what you need to do to let him in to your heart

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***My Battlemaster to be/Swashbuckler (Multi-class is Ok? If not I'll remake as a rogue...). I may make a retweak or two if accepted.
-Dex based Finesse Fighter-
Faris is a cardplayer by day (and some nights too) and moonlights as a second story man by night. He's sort of lying low by getting employment as a Caravan guard to Greenest to avoid "complications" in Amn. He figures a sizeable gambling debt, unpaid guild dues to the Shadow Thieves and a pissed off girlfriend are all good reasons to make himself scarce. Greenest seems a good staging ground for a new start.
Faris is a handsome chap but a little too slick... and definitely too cocky and overconfident. This leads to bad bets and impulsive decisions as often as not. The result of a union between an Amnish Fencing instructor and an Elvish adventurer with a taste for some 'strange'. His childhood was a good one up until his mother was killed in a duel.Within months his home was soon to be repossessed after his family's belongings had all been sold.
Luckily Faris knew from association with his mothers students (and often as their fencing partner) that the rich had nice things. He figured that he was only going to take what he needed, you know, just to survive. Being both athletic and acrobatic made accessing second (and third) story windows easy. Right up until he tried to sell his stolen goods. Unfamiliar with this new type of "fencing" he was quickly hauled in by the Shadow Thieves of Amn with the cliche and time honoured offer of "join or die".
He traded lessons in swordsmanship for lessons in lock picking and took up thievery as a full time profession. Regrettably he also picked up a "mild" gambling habit. Faris has learned bluffing readily enough, but his impulsive devil may care attitude mixed with his lack of talent in reading others means his success has been erratic.
His success in the Shadow Thieves is due to his unofficial patron who happens to be a member of the Lords Alliance. They've let it be known that his employers are always looking for a good man. Faris is leaning in that direction, if nothing else than to repay his patrons generosity, but one of his gambling partners has let it be known that the Zhentarim are willing to wipe some debts clean in exchange for becoming one of their agents. Desperation may drive Faris in that direction.
Faris Bryren
Half-elf Fighter 1
Medium humanoid, chaotic good
Armor Class 13
Hit Points 12 (1d10+2)
Speed 30 ft.
STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 11 (+0), WIS 8 (-1), CHA 15 (+2)
Saving Throws Str +3, Con +4
Skills Acrobatics +5, Athletics +3, Deception +4, Perception +1, Persuasion +4, Stealth +5
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish, Thieves' Cant
Actions
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 2 bludgeoning damage.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
--At level 6 I'll go Rogue. Thieves tool I'll replace with either a musical instrument or another gambling set. Thieves cant I'll replace with Draconic (which I'll figure we'll have encountered by then). Not sure on what skill... to be decided.
Level 4 feat? Assuming I live that long? Unsure of that too. Are you open to using UA skill feats or weapon feats?
Are we allowed to sell starting equipment for extra gold to buy other stuff?
****Finally open to trading in my criminal background thieves tools proficiency and changing to a confidence man if this steps on a fellow party members/rogue characters schtick at level 1

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Death-Lok wrote:I'm a fan of the bladesinger.Spazmodeus wrote:I think I'll be going with a blade singer out of the sword coast adventures guide.As a fan of elves, been curious to see this class in play.
I'm alternately down to play an Eldritch Knight... I love those magnificent bastards.

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Faris Bryren
Male Half-Elf Fighter 1
Medium humanoid, chaotic good
Armor Class 15 (shield)
Hit Points 12 (1d10+2)
Speed 30 ft.
STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 10 (+0), WIS 8 (-1), CHA 16 (+3)
Saving Throws Str +3, Con +4
Skills Acrobatics +5, Athletics +3, Deception +5, Perception +1, Persuasion +5, Stealth +5
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish, Thieves' Cant

Fabian Benavente |

Fabian Benavente wrote:General premise is that players have been sent to Greenest to investigate increased Cult of Dragon activity in the region. CoD is focused on enabling evil dragons, be they undead or alive, to rule Faerun.Death-Lok wrote:Fabian Benavente wrote:I didn't see Quarion's ties to the Sword Coast or Greenest.Thanks for your prompt reply.
Please consider Quarion for inclusion in your game.
Let me know if you have any questions.
Game on!
** spoiler omitted **...
Yes, I did say that my information on FR is not extensive, other than reading the Drizzt novels of course. :)
I couldn't find much information on the FR wiki on Greenest other than it seems to be some sort of crossroads and a good place for caravans to stop.
As such, Quarion could have been sent by the Harpers to gather information on a particular caravan or on someone there waiting for this particular caravan.
I know 5e doesn't have a Player's Guide for each adventure but can you give us some starting info so we can better tie our PCs to the upcoming adventure?
Game on!
Alright, I'm learning about FR. :)
Here's some additional information to tie him to the area and the story.
The bard tried to ply his trade in the taverns of the Upper City of Baldur’s Gate but gambled away his money in the Lower City dingy dens. He had overextended his welcome and his tab and was being south out by the Guild, or at least a low-life enforcer who said worked for the Guild. When cornered by the enforcer, Quarion talked a Flaming Fist patrol to defend him and disappeared into the night. As if by divine intervention, his senior agent dispatched him to Greenest. He was to investigate something… Quarion would figure it out later. For now, he was happy to leave Baldur’s Gate.
-----------------
I noticed that another player (Helaman) proposed a very similar PC to Quarion. It happens sometimes.
If we both are selected to play and you don't want too much overlap between PCs, I can propose a different PC. I'm not sure what just yet and I guess it would depend on the party make-up so we don't overlap with someone else.
Anyhow, I'm just here for the story and am flexible with regards to PCs.
Game on!

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** spoiler omitted **
I noticed that another player (Helaman) proposed a very similar PC to Quarion. It happens sometimes.
If we both...
Similar backgrounds don't matter... we're different classes.
Our characters could end up like that duo in the cartoon El Dorado or we could end up friendly rivals (especially at the card table) or we could even be friendimies.
You do Bard stuff, I do Fighter stuff.
I don't see the problem.
Additionally I'm happy to go with another character.
Quarion doesn't have the same background either... Quarion is a Faction Agent, right?