Waterdeep, also known as the City of Splendors and the Crown of the North, rises out of the deep harbour that gives it its name along the coast of the Sea of Swords of Faerun. Waterdeep’s shops and merchants offer goods of every sort from every corner of Toril, and even the rarest of items can be procured, given sufficient coin (gold coins are called dragons) and patience. But with any big city comes big intrigue and Dragon Heist will not disappoint.
This campaign in progress has players conduct encounters with a mix of social encounters, skill encounters, and fighting encounters. I am looking for 2-3 characters at first level to join existing players.
Requirements for players:
Never played Dragon Heist or read through the adventure previously.
Can post at least once or twice a day 5 out of 7 days each week. If we are waiting on one player to post, I reserve the right to make a nominal move for the character to keep the game moving.
Play nice, have fun, and no rules mongering.
Requirements for characters:
Good or Neutral only
Standard races and classes from PHB ONLY
Point buy
Standard starting equipment
Milestone advancement
Application Requirements:
Character Name
Character Race and Class
Backstory within a spoiler: What you do in Waterdeep. Most of you may live in Waterdeep. If so, tell me what job(s) you have had and why you are willing to step into adventuring instead of a standard job. If you are visiting Waterdeep, how did you end up here and what are your plans in Waterdeep. ((Note, that this campaign is pretty much contained within the city of Waterdeep.))
Banga was causing a ruckus with his Boiz and got arrested... He just got done chewing through enough rope to call himself free! He is not in the big stone city of his own free will but he will tolerate the setback for the opportunity to collect "shiny thingas." Although he is currently homeless he hopes to collect enough valuables to give him and his siblings a place to celebrate the spirit of the Lucky Mother without being harassed.
(I make alot of Goblin characters and all their backstories are tied together. The Magoo Goblins accidentally captured the mortal Avataar of the Goddess of Luck. She taught them how to be heroes and they taught her how to "Swigga Swigga." They are currently under orders of their Goddess to travel the world and make their dreams come true.)
Vappa had not even hatched when his nest was invaded by a rival Lizardfolk tribe. His mother, sister and a few other hatchlings were the only to survive, fleeing deeper into the harsh swamps. Soon after he hatched, Vappa realized that this tribe of less than twenty was already struggling to feed those who couldn't feed themselves. Vappa took after his sister to become a hunter to feed his family, but he was too young. An alligator three times his size was about to swallow him whole, but then his savior came; an elder human woman, went by Karisha, wandering the swamps in hopes for shelter, rescued Vappa and killed the alligator with ease. Vappa, eager and desperate to help his family any way he could, pleaded with the woman to teach him her skills. She agreed. The training took the better part of Vappa's young adult life, including to read, write and speak Common which was, admittedly, much more egregious. When he was in his early twenties, Karisha declared that his training was complete and opted to leave, but not before she told Vappa about the human lands, specifically Waterdeep. She saidif he wished to put his skills to the test and provide for his family, he should go there to accept missions for coin. Vappa said goodbye to his family, promising that he would return with money and supplies to rebuild the tribe, and set out for Waterdeep.
Tancred spent his earliest years as an orphan, and was raised in a monastery dedicated to Lathander. Given time, he was on the path to becoming a sworn paladin of the Morninglord, but the course of his life changed irrevocably when he met a small band of vagrant monks. Though Tancred didn't know it at the time, the monks were of a heretical sect, and while they worshiped Lathander with great devotion, their ways were unorthodox, and their teachings, more so. Young and impressionable, Tancred listened with rapt attention to their ways, and once persuaded, saw fit to adopt many of their customs. However, it wasn't long before the others from Tancred's monastery discovered the presence of the monks and their strange ways, and so it was that the heretics' leader gave Tancred the only existing copy of a tome, their bible, and told him to protect the book, to run, and to find a safe place to rebuild the faith. Blinded by newfound zealotry, Tancred obeyed, and ran to Waterdeep to both find a source of income, and to disappear into the crowds. While fiercely devoted to his faith and quest, Tancred is no fool, and thus will seek to hide the heretics' tome away from prying eyes and pass himself off as a regular, friendly and helpful paladin of Lathander (which, until fairly recently, he was).
An orphan who grew up on the streets of Waterdeep, Kel fed himself by running errands for the gangs, acting as lookout, and engaging in petty theft. Rescued eight years ago by a kindly Cleric of Tymora, Kel has spent his young adulthood living in the temple, mostly abandoning his old habits, and learning what it means to give yourself to a greater cause. The temple elders have judged that he's ready to go out into the world and make his own way now. Following the path of an adventurer is the calling of his god, and is the path he has been preparing for. He's also glad to have his freedom back and for a chance to get up to some mischief - and to do some good.
Character Name: Khurl'amsh "Churl" Character Race and Class: Human Barbarian Backstory:
Churl was born and raised on the streets of Waterdeep. For the last fifteen years he’s fought to survive, to prove to his tribe that he’s worth keeping alive. The Elk tribe have a bad reputation everywhere and he’s never been granted an inch by others when another boy may have. He’s now on a rite of passage, away from the group of thugs he’s known and possibly finding an entirely new group of thugs. He’s to bring home a tale, will this be where he finds it?
About the player:
I am new to 5e, but not to DnD / TTRPGs. This is my first foray into PbP. I have a day job that keeps me on a computer and has plenty enough downtime for posting on a forum. I'd figured I could fill it with the hobby I love. Still being relatively new to 5e, I'm sticking with a martial to learn the ropes. Someday soon I'll stretch into wizard or another casting class.
Was an orphan that was found by a gnome couple living off the land, his mother presumably victim to a orc raid. He was raised with the ideals of helping others and learning to live with nature. He handled learned to handle his emotions and rather live peacefully among animals and others. Although some people were disgusted by his orcish blood, he paid little mind to it, rather the animals can feel that he means no harm. He grew to admire the shamans and druids connections to the animals and he sought them out to learn more. How to help and enrich nature himself. The druids sensed good intent and let him learn their ways.
But on one night, his dreams had taken a dark turn. Plagued by visions of disaster and ruin upon the world then a bright place of a city. He constantly had these dreams as he furthered his connection to nature. Until he could take it no more, finally deciding that this is plea from nature itself. That he must venture out to this city and seek what can stop this disaster there. So with his leathers and club, he leaves for Waterdeep, desperate to stop both the visions and the disaster.
Wendal is a resident of Waterdeep. His upbringing was that of a very religious sort. Ever since he was young his parents ensured he was brought up learning of the ways of Lathander. As he grew older that devotion only grew stronger. His faith unshattered, he seeks to spread Lathander's word and continue his work outside of the church alone.
Wendal had a rough time fully understanding the entire works of Lathander. He does indeed consider himself fully devoted to Lathander, however he isn't very knowledgeable. He is unable to quote manuscripts correctly but will struggle to come up with something that 'sounds religiousy' when asked for a prayer or quote from Lathander's teachings. He means well and does want to help the people, but he wants to spread that help more directly and not only while stuck in a church.
Character Name: Bren Fortym Character Race and Class: Human(Variant), Cleric(Trickery) Backstory:
Rascal, Scallywag, Maker-of-Mischief, these are all titles attributed to the famously lucky Bren Fortym. Bren grew up with good fortune in abundance; things just seemed to go his way, regardless of how much effort he put in to actually achieving what he wanted. This sense of invincibility pervaded through most of his life, as harm seemed determined to avoid him, and victory welcomed him with open arms. Inspired by a sense of wanderlust, he set out to sea aboard a novice captain's vessel, which quickly became inundated with wealth treasures.
However, it was on one of these voyages that ill-fortune, for the first time in his life, struck Bren. Harsh storms plagued the journey, spoiling food and clean water. The ship ran afoul of rocky coasts and tidal waves, and more than once a sea-beast threatened the ship. Finally, the ship, desperate to return to shore, was caught off guard by pirates, who boarded the vessel, capturing it. Bren, fearing for his life, threw himself from the ship with naught but a plank of wood and a prayer to Tymora, who he had always suspected blessed him with his good fortune. In the end, Bren emerged through it all, winding up near the docks of Waterdeep, half-drowned and barely alive. The same could not be said for his shipmates, who were never seen again.
Bren's first brush with such terrible bad luck haunted him, and he swore to Tymora to never take his blessing for granted again, praying to her to make up for whatever it was he did to earn her scorn. Now, wary of the sea and with not a penny to his name, Bren looks to other sources of income, coming across a new opportunity in the city of Waterdeep.
Time will tell if this will entail a return of Bren's good luck, or if his luck has finally run out.
Eldin was a bright and inquisitive boy who was chosen to learn at a wizards academy, Morestrout, at a young age. He was gifted with raw talent and intelligence, and quickly let that get the best of him. Eldin was a popular class clown, who often led recesses in games and fun. His increase in popularity led him to focus less on academics, and more on wanting to be the most popular student at Morestrout. He stopped doing his homework in other schools of magic to focus exclusively on enchantment. While his marks in enchantment were the highest of the school, his other grades slipped off the deep end. Morestrout was adamant about having a comprehensive understanding of the world of magics, and eventually expelled him in his final year due to him attempting to cast enchantment magic on professors to pass him. His exploitation were discovered when a student paid him several gold pieces to teach him how to cast an enchantment on a professor, only they failed it on the enchantment professor... Following his expelling, Eldin discovered he could con common people easily with a little magic and raw charisma. For example, He would scrape mud from a pond and market it into facial cream or wagon grease. He ended up being on an orc kill on sight list when he convinced a stronghold to purchase 800 barrels of the "finest mead", which ended up being just salt water.
Eldin currently resides in Waterdeep as a scam artist, and frequently disguises himself to keep from becoming renown. He makes modest coin, and hopes work will come along to deepen his pockets and keep his mind stimulated.
Backstory: Owner of once prosperous Waterdeep store, Treasures in the Sand. Falling on hard times since his father death. Will decided to close shop and set out on an expedition to restock and earn some coin.
Wran has never known his parents, which, as he always said, doesn’t bother him one bit. Both his elf parent and the human one have probably decided it would be too bothersome to raise a half-elf, who wouldn’t fit in at their respective communities. So, naturally, what did they do? They dropped their infant son at an isolated temple, where he would be trained to become a disciplined monk whose life would be dedicated to said temple. More or less, that did happen, but with some alterations.
Wranven grew up in a monk temple, controlled by strict rules and regulations of a monk’s life. But despite everyone’s biggest efforts, the boy did not end up as a model monk. Rather, all of the strict rules, that were enforced by the temple, had an opposite effect on him - Wran developed an extreme love and need for freedom. After spending his whole life trapped at a temple, all this half-elf wanted was to break away - he was dying to finally be free! One day, Wranven decided that he couldn’t take it anymore - if he spent another second in isolation, he would die. So, when the time came, he fled. He ran away as fast as possible, never looking back. Finally, he was out! And the moment he realized that, Wran got drunk with freedom. Then he got drunk with alcohol, visited inns and taverns, even brothels, got piercings - just to make up for all the time he had wasted following the rules, he decided to break all of them. After the first rush settled, Wranven realized he had bit off more than he could chew. He did not have the money to spend on all of the...activities, that he had already engaged in. So, once again, he fled. He left the town and, for a couple years, he became an adventurer, wondering from one town to the other, until he reached Waterdeep.
A young and quite good-looking half-elf, who has been traveling for a while and is now staying at a local inn? Wran would become the most popular fella in town! Not really though. The people had seen enough travelers to get accustomed to their presence, so Wranven was nothing new. Lucky for him, Wran did meet a very sweet human bard, who showed him around Waterdeep and became his first close friend (or more) after leaving the temple. But after some time, this bard left on an adventure with his own party, that led him to an unfortunate end in the claws of a monster. After that Wran decided to stay in Waterdeep, since the memories they made during his visit made it easier for him to cope with a loss of a loved one. After the wave of grief has washed over him, Wranven did his best to find a job and finally, ended up at a librarian’s store, where he now translates books and writes scrolls for the old lady, whose eyesight isn’t up to the challenge anymore. In return, the librarian lets Wran stay in the spare room without paying rent. But even though he likes the lady, his freedom-loving nature keeps screaming for him to break away and go on an adventure, that would test his skills and let him punch a couple monsters.
Elora is a Waterdeep citizen, she has ran a makeshift shoe and clothes repair stand in the market for a few years. Besides this, she spent most of her free time helping in the local orphanage, by entertaining the children with her simple magic tricks and teaching them her trade. However the shoe repair business is not a very profitable one, she wanted to be able to help the children in the orpahange.
She heard rumours about a thieves guild and sought them out. She got laughed at when she said she was looking for jobs "what could a shoe repairer possibly do in the thieves guild". This peaked the interest of Thane, a man in his 60s with a forgotten history within the thieves guild. Even after being laughed out of the thieves guild, Elora set a plan in motion. She would rob the house of a known noble, the one who kept trying to buy the orphanage to build another whorehouse and use that money to save the orphanage.
She made herself a dark cloak and set off with an old sword. Her lack of expertise was clear and she had to make a run for it when she heard the town guards coming. She was almost caught when suddenly someone pulled her into an alley, there she met Thane. He said he admired her bravery but she was going about it in the wrong way, he could show her how to get in and out of places and how to disappear afterwards. For some years she was Thanes apprentice, he taught her the art of unarmed figthing and and how to be a ghost in the night.
Now, armed with the new knowledge passed onto her by Thane, Elora is looking for ways to make some coin.
Tl;Dr Call to Adventure : Noblewoman trapped in magic chastity belt seeks power to escape before her unfulfillable desire consumes her sanity.
Laeira was born to wealth in Waterdeep. As the youngest of four it fell to her to tend the family's shrine to Siamorphe until her next sibling came along. This never happened - though the cold winter nights were long and dark demanding roaring fires and warming furs, and the summer sunsets watched from the Northwards' rooftops lasted an age, it seemed her parents had other interests. HOW??? How can they think of anything else? Every day she sweeps the shrine and changes the floral arrangements and moves the coppers around and she feels the eyes of those statues tracking her every move, their hard marble hands waiting to close on her yielding flesh and drag her off to STOP IT! Sweet silvered chalice this thing itches. Ok, so the forth child. Sworn to tend the shrine, to pray for guidance so her house might rule it's tiny slice of fifedom well, and until SOMETHING happened, She-Who-Holds-The-Sceptre alone knew what, trapped inside this damned girdle.
The worst part of if was that she'd been happy as a girl. It was incredible, the freedom it offered. It never came off. Never. And so it had to take care of, well, you know, everything. Just a little taste of The Lady's power. Long performance by the house bard? Wouldn't miss a word. Drank two flagons of berry juice on a long cart journey? Let it go. Cookie's pie a little too gamey and undercooked? Not a problem. The girdle just handled it. But then she came of age, and suddenly being trapped inside a set of magical metal underbriefs was not quite so much fun. Things were different, she could feel so much... potential, so much power but she didn't know why or how and she was never going to with this flipping tin can stuck to her loins. No knife, no stone, no sword could remove it. She had tried. Her suitors had tried. And believe me they weren't all just soft fancy lads from the Ward, she had gone to some dark places, rough and tumble places, where men and women of means and power to match their desires would lie in wait for naive little rich girls, with their sly threats and their glinting steel and they were USELESS. One look at the chalice emblazoned across it and their heat would turn cold, and it was into the guilt and into the shame and into the street with her.
So she stopped looking for help and started searching for answers. If this thing was ever going to come off, she would have to figure it out herself. Or get her parents to lie together again so she could pass on the burden but frankly finding the power to shatter a chastity belt forged by the gods themselves sounded like the easier option.
Irene Tranel: Shadow Sorcerer I wrote a back Story to join this game if you will allow her
Put your spoiler here.
Orphaned, having to live by her wits, Irene made a decent living by slight of hand and an occasional game of chance or skill. after renting a room for a night she awoke to someone rifling through her gear the tall half orc easily knocked her out In the inky darkness of her mind a image came to her wiliest she lay dying not of the afterlife or a tunnel of light, not even her parents. But a huge Wyrm made of shadow encircling her body lifting her up looking at her with glowing eyes. Shaking his head the dragon says "You know my kin, its not your time" Irene's eyes flutter open realizing that in the coldness of the night which was overly warm a few moments earlier. Sitting up startling the half orc whom starts for the door. rage fills her soul, her first spell a ray of fire shoots out of her hand hitting his body killing him. She then dresses and gathers her things finding it odd that the blinds are closed, no candle or lantern lit that she can still see in various shades of gray feeling it as a natural part of her soul. Stashing the orcs body and leaving the Inn, she notices the slash in her side has no blood oozing out but she covers it anyway "Damned half Orc, it was a fair game of dragon chess we played!! all this for a hundred gold" Whispered quietly. As she slips into the night she wonders at the new feelings she has feelings of power knowledge words entering into her mind taking the small piece of leather she took as a trophy she looks at it and words come naturally from her mouth and she finds herself covered by a magical force. "hmm thats interesting" She ducks into an ally seeing a shadowy figure coming towards her reactivity a billowing cloud of fog emanates from her as she hides in a corner. she thinks "Waterdeep home sweet home dangerous as ever" then heads for the Yawning Porthole after hearing the footsteps pass wondering if she needs to register again with the new powers she found.
Waterdeep, also known as the City of Splendors and the Crown of the North, rises out of the deep harbour that gives it its name along the coast of the Sea of Swords of Faerun. Waterdeep’s shops and merchants offer goods of every sort from every corner of Toril, and even the rarest of items can be procured, given sufficient coin (gold coins are called dragons) and patience. But with any big city comes big intrigue and Dragon Heist will not disappoint.
This campaign in progress has players conduct encounters with a mix of social encounters, skill encounters, and fighting encounters. I am looking for 2-3 characters at first level to join existing players.
Requirements for players:
Requirements for characters:
Application Requirements:
Ivolyn Brun, human wizard in Lost Mine of Phandelver
Posting to express interest while I sift through concepts. Is the party looking for anyone in particular?
We have a bard, fighter, wizard, and rogue
Ivolyn Brun, human wizard in Lost Mine of Phandelver
Character Name: Bane Ga "The Banga" Mgoo
Race and Class: Goblin Barbarian
Banga was causing a ruckus with his Boiz and got arrested... He just got done chewing through enough rope to call himself free! He is not in the big stone city of his own free will but he will tolerate the setback for the opportunity to collect "shiny thingas." Although he is currently homeless he hopes to collect enough valuables to give him and his siblings a place to celebrate the spirit of the Lucky Mother without being harassed.
(I make alot of Goblin characters and all their backstories are tied together. The Magoo Goblins accidentally captured the mortal Avataar of the Goddess of Luck. She taught them how to be heroes and they taught her how to "Swigga Swigga." They are currently under orders of their Goddess to travel the world and make their dreams come true.)
I got alot a doods
Vappa, Lizardfolk Monk
Vappa had not even hatched when his nest was invaded by a rival Lizardfolk tribe. His mother, sister and a few other hatchlings were the only to survive, fleeing deeper into the harsh swamps. Soon after he hatched, Vappa realized that this tribe of less than twenty was already struggling to feed those who couldn't feed themselves. Vappa took after his sister to become a hunter to feed his family, but he was too young. An alligator three times his size was about to swallow him whole, but then his savior came; an elder human woman, went by Karisha, wandering the swamps in hopes for shelter, rescued Vappa and killed the alligator with ease. Vappa, eager and desperate to help his family any way he could, pleaded with the woman to teach him her skills. She agreed. The training took the better part of Vappa's young adult life, including to read, write and speak Common which was, admittedly, much more egregious. When he was in his early twenties, Karisha declared that his training was complete and opted to leave, but not before she told Vappa about the human lands, specifically Waterdeep. She saidif he wished to put his skills to the test and provide for his family, he should go there to accept missions for coin. Vappa said goodbye to his family, promising that he would return with money and supplies to rebuild the tribe, and set out for Waterdeep.
Character sheet
Tancred, Stout Halfling Paladin
Tancred spent his earliest years as an orphan, and was raised in a monastery dedicated to Lathander. Given time, he was on the path to becoming a sworn paladin of the Morninglord, but the course of his life changed irrevocably when he met a small band of vagrant monks. Though Tancred didn't know it at the time, the monks were of a heretical sect, and while they worshiped Lathander with great devotion, their ways were unorthodox, and their teachings, more so. Young and impressionable, Tancred listened with rapt attention to their ways, and once persuaded, saw fit to adopt many of their customs. However, it wasn't long before the others from Tancred's monastery discovered the presence of the monks and their strange ways, and so it was that the heretics' leader gave Tancred the only existing copy of a tome, their bible, and told him to protect the book, to run, and to find a safe place to rebuild the faith. Blinded by newfound zealotry, Tancred obeyed, and ran to Waterdeep to both find a source of income, and to disappear into the crowds. While fiercely devoted to his faith and quest, Tancred is no fool, and thus will seek to hide the heretics' tome away from prying eyes and pass himself off as a regular, friendly and helpful paladin of Lathander (which, until fairly recently, he was).
Kel Damars, Half-Elf Cleric of Tymora
An orphan who grew up on the streets of Waterdeep, Kel fed himself by running errands for the gangs, acting as lookout, and engaging in petty theft. Rescued eight years ago by a kindly Cleric of Tymora, Kel has spent his young adulthood living in the temple, mostly abandoning his old habits, and learning what it means to give yourself to a greater cause. The temple elders have judged that he's ready to go out into the world and make his own way now. Following the path of an adventurer is the calling of his god, and is the path he has been preparing for. He's also glad to have his freedom back and for a chance to get up to some mischief - and to do some good.
Character Name: Khurl'amsh "Churl"
Character Race and Class: Human Barbarian
Backstory:
Churl was born and raised on the streets of Waterdeep. For the last fifteen years he’s fought to survive, to prove to his tribe that he’s worth keeping alive. The Elk tribe have a bad reputation everywhere and he’s never been granted an inch by others when another boy may have. He’s now on a rite of passage, away from the group of thugs he’s known and possibly finding an entirely new group of thugs. He’s to bring home a tale, will this be where he finds it?
About the player:
I am new to 5e, but not to DnD / TTRPGs. This is my first foray into PbP. I have a day job that keeps me on a computer and has plenty enough downtime for posting on a forum. I'd figured I could fill it with the hobby I love. Still being relatively new to 5e, I'm sticking with a martial to learn the ropes. Someday soon I'll stretch into wizard or another casting class.
Reed Hollow, Half-Orc Druid
Was an orphan that was found by a gnome couple living off the land, his mother presumably victim to a orc raid. He was raised with the ideals of helping others and learning to live with nature. He handled learned to handle his emotions and rather live peacefully among animals and others. Although some people were disgusted by his orcish blood, he paid little mind to it, rather the animals can feel that he means no harm. He grew to admire the shamans and druids connections to the animals and he sought them out to learn more. How to help and enrich nature himself. The druids sensed good intent and let him learn their ways.
But on one night, his dreams had taken a dark turn. Plagued by visions of disaster and ruin upon the world then a bright place of a city. He constantly had these dreams as he furthered his connection to nature. Until he could take it no more, finally deciding that this is plea from nature itself. That he must venture out to this city and seek what can stop this disaster there. So with his leathers and club, he leaves for Waterdeep, desperate to stop both the visions and the disaster.
Character Name: Wendal Short
Character Race/Class: Human Cleric
Backstory:
Wendal is a resident of Waterdeep. His upbringing was that of a very religious sort. Ever since he was young his parents ensured he was brought up learning of the ways of Lathander. As he grew older that devotion only grew stronger. His faith unshattered, he seeks to spread Lathander's word and continue his work outside of the church alone.
Wendal had a rough time fully understanding the entire works of Lathander. He does indeed consider himself fully devoted to Lathander, however he isn't very knowledgeable. He is unable to quote manuscripts correctly but will struggle to come up with something that 'sounds religiousy' when asked for a prayer or quote from Lathander's teachings. He means well and does want to help the people, but he wants to spread that help more directly and not only while stuck in a church.
Character Name: Bren Fortym
Character Race and Class: Human(Variant), Cleric(Trickery)
Backstory:
Rascal, Scallywag, Maker-of-Mischief, these are all titles attributed to the famously lucky Bren Fortym. Bren grew up with good fortune in abundance; things just seemed to go his way, regardless of how much effort he put in to actually achieving what he wanted. This sense of invincibility pervaded through most of his life, as harm seemed determined to avoid him, and victory welcomed him with open arms. Inspired by a sense of wanderlust, he set out to sea aboard a novice captain's vessel, which quickly became inundated with wealth treasures.
However, it was on one of these voyages that ill-fortune, for the first time in his life, struck Bren. Harsh storms plagued the journey, spoiling food and clean water. The ship ran afoul of rocky coasts and tidal waves, and more than once a sea-beast threatened the ship. Finally, the ship, desperate to return to shore, was caught off guard by pirates, who boarded the vessel, capturing it. Bren, fearing for his life, threw himself from the ship with naught but a plank of wood and a prayer to Tymora, who he had always suspected blessed him with his good fortune. In the end, Bren emerged through it all, winding up near the docks of Waterdeep, half-drowned and barely alive. The same could not be said for his shipmates, who were never seen again.
Bren's first brush with such terrible bad luck haunted him, and he swore to Tymora to never take his blessing for granted again, praying to her to make up for whatever it was he did to earn her scorn. Now, wary of the sea and with not a penny to his name, Bren looks to other sources of income, coming across a new opportunity in the city of Waterdeep.
Time will tell if this will entail a return of Bren's good luck, or if his luck has finally run out.
Still looking for players? I'd love to go through this. I've looked at that module/campaign many times, but never read or gone through it.
Eldin was a bright and inquisitive boy who was chosen to learn at a wizards academy, Morestrout, at a young age. He was gifted with raw talent and intelligence, and quickly let that get the best of him. Eldin was a popular class clown, who often led recesses in games and fun. His increase in popularity led him to focus less on academics, and more on wanting to be the most popular student at Morestrout. He stopped doing his homework in other schools of magic to focus exclusively on enchantment. While his marks in enchantment were the highest of the school, his other grades slipped off the deep end. Morestrout was adamant about having a comprehensive understanding of the world of magics, and eventually expelled him in his final year due to him attempting to cast enchantment magic on professors to pass him. His exploitation were discovered when a student paid him several gold pieces to teach him how to cast an enchantment on a professor, only they failed it on the enchantment professor... Following his expelling, Eldin discovered he could con common people easily with a little magic and raw charisma. For example, He would scrape mud from a pond and market it into facial cream or wagon grease. He ended up being on an orc kill on sight list when he convinced a stronghold to purchase 800 barrels of the "finest mead", which ended up being just salt water.
Eldin currently resides in Waterdeep as a scam artist, and frequently disguises himself to keep from becoming renown. He makes modest coin, and hopes work will come along to deepen his pockets and keep his mind stimulated.
character - valx
character race and class half elf fighter
valx got abused at a early age but was a skilled fighter, he mostly works as a security guard at a Tavin but is a off the book mercenary
Character: Will
Race/Class: Human/fighter
Backstory: Owner of once prosperous Waterdeep store, Treasures in the Sand. Falling on hard times since his father death. Will decided to close shop and set out on an expedition to restock and earn some coin.
link to character sheet: https://www.dndbeyond.com/profile/jeffdotg/characters/12954334
Character name: Wranven "Wran" Vanerious
Character race and class: Half-elf Monk
Backstory within a spoiler:
Wran has never known his parents, which, as he always said, doesn’t bother him one bit. Both his elf parent and the human one have probably decided it would be too bothersome to raise a half-elf, who wouldn’t fit in at their respective communities. So, naturally, what did they do? They dropped their infant son at an isolated temple, where he would be trained to become a disciplined monk whose life would be dedicated to said temple. More or less, that did happen, but with some alterations.
Wranven grew up in a monk temple, controlled by strict rules and regulations of a monk’s life. But despite everyone’s biggest efforts, the boy did not end up as a model monk. Rather, all of the strict rules, that were enforced by the temple, had an opposite effect on him - Wran developed an extreme love and need for freedom. After spending his whole life trapped at a temple, all this half-elf wanted was to break away - he was dying to finally be free! One day, Wranven decided that he couldn’t take it anymore - if he spent another second in isolation, he would die. So, when the time came, he fled. He ran away as fast as possible, never looking back. Finally, he was out! And the moment he realized that, Wran got drunk with freedom. Then he got drunk with alcohol, visited inns and taverns, even brothels, got piercings - just to make up for all the time he had wasted following the rules, he decided to break all of them. After the first rush settled, Wranven realized he had bit off more than he could chew. He did not have the money to spend on all of the...activities, that he had already engaged in. So, once again, he fled. He left the town and, for a couple years, he became an adventurer, wondering from one town to the other, until he reached Waterdeep.
A young and quite good-looking half-elf, who has been traveling for a while and is now staying at a local inn? Wran would become the most popular fella in town! Not really though. The people had seen enough travelers to get accustomed to their presence, so Wranven was nothing new. Lucky for him, Wran did meet a very sweet human bard, who showed him around Waterdeep and became his first close friend (or more) after leaving the temple. But after some time, this bard left on an adventure with his own party, that led him to an unfortunate end in the claws of a monster. After that Wran decided to stay in Waterdeep, since the memories they made during his visit made it easier for him to cope with a loss of a loved one. After the wave of grief has washed over him, Wranven did his best to find a job and finally, ended up at a librarian’s store, where he now translates books and writes scrolls for the old lady, whose eyesight isn’t up to the challenge anymore. In return, the librarian lets Wran stay in the spare room without paying rent. But even though he likes the lady, his freedom-loving nature keeps screaming for him to break away and go on an adventure, that would test his skills and let him punch a couple monsters.
Link to the character sheet: ddb.ac/characters/12863907/TU71MR
Character: Elora Sin
Character race and class: High elf monk
Character sheet: https://ddb.ac/characters/13031249/FGNQRX
Elora is a Waterdeep citizen, she has ran a makeshift shoe and clothes repair stand in the market for a few years. Besides this, she spent most of her free time helping in the local orphanage, by entertaining the children with her simple magic tricks and teaching them her trade. However the shoe repair business is not a very profitable one, she wanted to be able to help the children in the orpahange.
She heard rumours about a thieves guild and sought them out. She got laughed at when she said she was looking for jobs "what could a shoe repairer possibly do in the thieves guild". This peaked the interest of Thane, a man in his 60s with a forgotten history within the thieves guild. Even after being laughed out of the thieves guild, Elora set a plan in motion. She would rob the house of a known noble, the one who kept trying to buy the orphanage to build another whorehouse and use that money to save the orphanage.
She made herself a dark cloak and set off with an old sword. Her lack of expertise was clear and she had to make a run for it when she heard the town guards coming. She was almost caught when suddenly someone pulled her into an alley, there she met Thane. He said he admired her bravery but she was going about it in the wrong way, he could show her how to get in and out of places and how to disappear afterwards. For some years she was Thanes apprentice, he taught her the art of unarmed figthing and and how to be a ghost in the night.
Now, armed with the new knowledge passed onto her by Thane, Elora is looking for ways to make some coin.
On the offchance after all this time you're still recruiting :
Laeira Marsk - Variant Human Cleric (Knowledge Domain)
https://www.dndbeyond.com/profile/Nunberry/characters/12976480
Backstory within a spoiler
Tl;Dr Call to Adventure : Noblewoman trapped in magic chastity belt seeks power to escape before her unfulfillable desire consumes her sanity.
Laeira was born to wealth in Waterdeep. As the youngest of four it fell to her to tend the family's shrine to Siamorphe until her next sibling came along. This never happened - though the cold winter nights were long and dark demanding roaring fires and warming furs, and the summer sunsets watched from the Northwards' rooftops lasted an age, it seemed her parents had other interests. HOW??? How can they think of anything else? Every day she sweeps the shrine and changes the floral arrangements and moves the coppers around and she feels the eyes of those statues tracking her every move, their hard marble hands waiting to close on her yielding flesh and drag her off to STOP IT! Sweet silvered chalice this thing itches. Ok, so the forth child. Sworn to tend the shrine, to pray for guidance so her house might rule it's tiny slice of fifedom well, and until SOMETHING happened, She-Who-Holds-The-Sceptre alone knew what, trapped inside this damned girdle.
The worst part of if was that she'd been happy as a girl. It was incredible, the freedom it offered. It never came off. Never. And so it had to take care of, well, you know, everything. Just a little taste of The Lady's power. Long performance by the house bard? Wouldn't miss a word. Drank two flagons of berry juice on a long cart journey? Let it go. Cookie's pie a little too gamey and undercooked? Not a problem. The girdle just handled it. But then she came of age, and suddenly being trapped inside a set of magical metal underbriefs was not quite so much fun. Things were different, she could feel so much... potential, so much power but she didn't know why or how and she was never going to with this flipping tin can stuck to her loins. No knife, no stone, no sword could remove it. She had tried. Her suitors had tried. And believe me they weren't all just soft fancy lads from the Ward, she had gone to some dark places, rough and tumble places, where men and women of means and power to match their desires would lie in wait for naive little rich girls, with their sly threats and their glinting steel and they were USELESS. One look at the chalice emblazoned across it and their heat would turn cold, and it was into the guilt and into the shame and into the street with her.
So she stopped looking for help and started searching for answers. If this thing was ever going to come off, she would have to figure it out herself. Or get her parents to lie together again so she could pass on the burden but frankly finding the power to shatter a chastity belt forged by the gods themselves sounded like the easier option.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
https://www.dndbeyond.com/profile/TrenetFirehawk4729/characters/12960649
Irene Tranel: Shadow Sorcerer I wrote a back Story to join this game if you will allow her
Put your spoiler here.
Orphaned, having to live by her wits, Irene made a decent living by slight of hand and an occasional game of chance or skill. after renting a room for a night she awoke to someone rifling through her gear the tall half orc easily knocked her out In the inky darkness of her mind a image came to her wiliest she lay dying not of the afterlife or a tunnel of light, not even her parents. But a huge Wyrm made of shadow encircling her body lifting her up looking at her with glowing eyes. Shaking his head the dragon says "You know my kin, its not your time" Irene's eyes flutter open realizing that in the coldness of the night which was overly warm a few moments earlier. Sitting up startling the half orc whom starts for the door. rage fills her soul, her first spell a ray of fire shoots out of her hand hitting his body killing him. She then dresses and gathers her things finding it odd that the blinds are closed, no candle or lantern lit that she can still see in various shades of gray feeling it as a natural part of her soul. Stashing the orcs body and leaving the Inn, she notices the slash in her side has no blood oozing out but she covers it anyway "Damned half Orc, it was a fair game of dragon chess we played!! all this for a hundred gold" Whispered quietly. As she slips into the night she wonders at the new feelings she has feelings of power knowledge words entering into her mind taking the small piece of leather she took as a trophy she looks at it and words come naturally from her mouth and she finds herself covered by a magical force. "hmm thats interesting" She ducks into an ally seeing a shadowy figure coming towards her reactivity a billowing cloud of fog emanates from her as she hides in a corner. she thinks "Waterdeep home sweet home dangerous as ever" then heads for the Yawning Porthole after hearing the footsteps pass wondering if she needs to register again with the new powers she found.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Well, if anything's clear, it's that there are folks champing at the bit to get into a Dragon Heist game...