In the bustling city of Waterdeep, rumors of a secret cache of gold spread. Blood spill the streets in increasingly deadly fights between opposing factions. Who, at this time of need will help the people of this city, and who will find the treasure?.
Hi, I am starting a run of the pre-made module Waterdeep: Dragon Heist from level 1 to level 5. I have been DM-ing for 2 years (I think) now, and looking for four players who haven't played Dragon Heist. Players of any experience can join. For character creation character start at level 1, you can use any official source book is allowed, if you want to use UA or homebrew, ask me first. If you want to join, please post your character you want to play for this with the character's name, race, class and backstory. I'll pick who the group will be in about three days. I will never learn how to end one of these posts.
This post has potentially manipulated dice roll results.
Ability scores: 161312151512
Name:Sephyre Deepwave Race: Half-elf Class: Warlock (Fathomless) Background: Criminal Backstory: Found as an infant by a Waterdhavian fisherman and adopted into his family, Sephyre Deepwave had lived her whole life in poverty. As a child she was often found alone by the docks diving or just sitting mesmerized by the waves of the Sea of Swords. As she became older she started having dreams of an enormous tentacled entity in a deep sea palace. Eventually Sephyre was drawn into the criminal underworld of Waterdeep having a talent for stealing and conning the more fortunate out of their silver. One night she woke up from her dreams feeling compelled to go by the sea where the tentacled entity appeared and offered her powers of the deep so that she might serve it in the city of Waterdeep. Sephyre Deepwave has since been an unwitting informant to the Kraken Slarkrethel while leading a life as an adventurer in Waterdeep. And adventure was never far away.
This post has potentially manipulated dice roll results.
Sorry but I have to withdraw. Good luck in the campaign.
Quote "If you want to join, please post your character you want to play for this with the character's name, race, class and backstory"
Character's name: Ravanna Icelanburg
Character Race: Custom linage
Character Class: Cleric
Character Backstory: Ravanna was born and raised in Termaline. It's one of only 10 towns located in Ice Wind Dale. Growing up in only a world of Ice and Snow requires you be of a sturdier stalk in order for you to survive. However not everybody who came to 10 towns was made of that heavier stalk. It saddens me to remember how children, woman and fully grown men would catch the simplest of colds and end up crippled or worse losing there lives due to a lack of resources or a proper healer. This while I was growing up inspired me to do something about it. To go beyond my means. So as any good parents would do in order to see me achieve my dream, they sent me on a trip to live with my aunt. My aunt just so happens to be a nurse. And my uncle learned many forms of various types of magic. For me that was the perfect place to learn the best of both worlds and become who I am.
Backstory: Athtar's clan succumbed to a mysterious disease, leaving black sacks of pus on all its victims, killing in a matter of weeks. Apart from a few invalid elders, Athtar and his sister, Aethin, were the sole survivors. During a hunt for food, he lost contact with his sister. After several months of searching, and with nowhere to feasibly return to, he left, seeking answers and wherever might be found the opportunity for a new beginning.
This post has potentially manipulated dice roll results.
character's name : Long-Nhi
race : Aquatic Half-Elf
class : Warlock (for now, but if possible I'd like to multiclass her later with Bard and/or Druid?)
backstory : She grew up in an orphanage near the docks and used to play there every day. One day some slave-traders came to look for two girls who had escaped them and in the aftermath of this mess the orphanage got burned down, leaving many children homeless once again. Long-Nhi was nine back then and didn't know what to do other than flee to the water, where she knew she would be safe, at least for the time being. After that she mostly lived on the streets together with some of the other children. Occasionally though she would be able to sneak into the local library or book-store and stay there undetected on especially cold nights. One of those nights she got hit with a really bad fever though and didn't get up on time to leave before the adults working there arrived and discovered her. She was fifteen by then. Luckily she didn't get thrown out, but taken care of and nursed by the shop-owner, who was an old lady called Mara Lameer. They became friends and she would help out in the shop every now and then in exchange for some coin and Mara also taught her how to read and write and she soon devoured every book she could get her hands on. That's also how she accidentally stumbled upon a pact with "the great old one" at the age of twenty. That was a year ago and now she is ready for adventure!
Graorin was abandoned at birth by his parents. He was then kidnapped by a secret guild of thieves. This guild raised him and taught him the ways of thievery. When a little older, Graorin decided to attempt to pickpocket the leader of the guild to prove his skills. Unfortunately, the leader did catch him, but the leader found Graorin to be inspiring in his ambition. So the leader decided to adopt Graorin as his son.
As a young man, Graorin's adoptive father decided to arrange a peace pact with the rival guild, the assassin guild. A part of this deal was for Graorin to marry the daughter of the leader of the assassins. However, her older brother objected to the marriage and challenged Graorin to a duel. In self-defence, Graorin killed the brother. As a consequence, Graorin was banished from the guild in an attempt to keep the peace pact.
After wandering the world, Graorin finds himself in Waterdeep.
Name: Prusica Trueseeker Race: Female Stout Halfling Class: Ranger Background: Outlander Description: She is a short and thin halfling with golden blond hair and dark brown eyes. She wears patched green clothes and a green hooded cape over scuffed leather armor. Backstory:
Prusica is a young, sarcastic loner who is slow to trust but fiercely loyal to those that break through the outer shell. She was raised by loving farmer parents: her father Joro and mother Roselle. At the age of 8, a pack of gnolls attacked the farm, and she ran into the nearby woods. She assumes that her parents were killed, as she saw them run back into the farmhouse to get her younger brother, Belamin. She waited in a thicket for her parents to find her, but they never came. She was lost in the woods for a few days, near starving, when a reclusive dwarf woman, Bonwin, welcomed her into her solitary home and nursed her back to health. Bonwin taught Prusica how to live in the woods apart from society, how to respect and commune with nature, and to worship Silvanus. Prusica became particularly keen and attuned to animals and trees. When she reached adulthood, she thought it was time for her to seek fortune as a ranger adventurer. Bonwin did not want her to leave. She even tried to lock Prusica in her room in the tiny cabin, but Prusica was able to break out and flee.
This post has potentially manipulated dice roll results.
Ability scores: 1491215157
Race: Variant Human
Class: Barbarian
Background: Haunted one
Backstory:
He was happy once, with his wife and daughter living in their village. He tended the fields and joined the other hunters when they needed meet or to protect the village. Life was not always easy, but it was happy.
Then the night that he doesn’t speek about happened. The confusion, the screams, the chaos. All his fault, or at least he thinks so. He does not know the faith of his family! He fears the worst.
But he knows he can never go back, he must continue wandering. Trying to do as much good as he can to try to find forgiveness for something that can’t be forgiven.
This post has potentially manipulated dice roll results.
Name: Nefirith Torzalan
Race: Tiefling
Class: Monk
Background: Charlatan
Backstory: Abandoned by human parents she barely remembers, Nefirith was taken in by a monastery at a young age. Though she took to the martial arts well, the mentality of a monk always eluded her, try as the monks did to show her tranquility and peace. Bored with the seclusion and craving new company, Nefirith left as a young adult, taking to the streets of cities. She was naturally charismatic, and quickly found a place with everyone's least favorite part of big cities--the con artists and swindlers. She found she enjoyed the thrill of scamming, and had a knack for it--and the rest was history. Though she's not malicious, she's likely made quite a few enemies--luckily, her monk training's left her fast enough to outrun them. And in Waterdeep, even someone like her can blend in.
Allian's life was a story book one that was told on the backs of others making it better for him and his parents. But not not for others on their plantation, so he set off on his own from chult it took him many years to find his way coming to Waterdeep to study learning at the collage of the arts. Now he can be found occasionally playing his bagpipes at Inns and taverns to make his coin.
Sometimes, he takes odd jobs with the local factions and law to try and take those in the wrong in for a bounty.
Backstory: Danniel was born into the Underfoot family, a family known to his ghostwise tribe for being staunch and powerful defenders. Danniel grew up the forth of five children, being taught to fight, study, and to lead. Danniel also had a talent in the druidic arts, with Urogalan, He Who Must Be, as the deity he worships. Danniel's power corresponded closest to that of the earth and the organisms that were able to live upon unliving stones; Fungus. Danniel could control the spores and use them to protect his tribe and to learn possible threats in nearby areas. It was thanks to Danniel that his ghostwise tribe was able to prepare for an assault by surrounding goblinoid clans. Teaming with adventurers, namely a human ranger, the tribe still stood; Danniel was badly wounded, but recovered with a nasty scar spanning from his collar to his sternum. After helping save his tribe and proving himself a hero that the Underfoots were known for, Danniel decided to leave the clan, with a wanderlust of adventure that he can hopefully bring back to the tribe, as well as protect the lands far and wide.
As a career criminal Borris, has done everything you could image. Bribery, extortion, theft, you name it he’s done it! One night on a job he was to rob a noble from water deep, but the job was a set up. He was caught and was beaten. Thrown in the sewers and left for dead he washed up outside of town when a cleric of ilmater found him.
She nursed him back to health but the recovery would take months. In that time her passion for ilmater changed his heart, he no longer wishes for I’ll gotten gains but for redemption. Those months turned to a year and he dedicated his life to ilmater and returned to waterdeep to help redeem those of his former life.
While most of his flock wandered around aimlessly with no real purpose and lost in their tale of woe, Piper always possessed more of an inner drive to strive for something, anything. It took a bit of effort to pull himself out of his plan-less drifting lifestyle and toward the monastery where he learned to still his mind and focus his thoughts and energies. With this discipline, came clarity of purpose -- to uncover if there was any truth to the legend of the lost wings. Now, he's a lone wanderer searching for clues or information that might help him learn more about the source of the legends.
Bortleby was an apprentice to Neffwik the Mage for 3 years, after deciding he wanted to study magic at the age of 17. Neffwik was a gruff but wise man, and Bortleby came to both respect and admire him. In the evenings, Neffwik would often share some of his wine with Bortleby as he recounted stories of his glory years as a young adventurer, roaming the Sword Coast from Neverwinter to Amn and from the Moonshaes to the Inner Sea. Then one morning Neffwik suffered some kind of stroke or seizure while experimenting with some new components for conjuration spells. The old wizard was never the same after that, mostly recovering the use of his limbs but unable to speak, concentrate, or hold a thought. Bortleby became more of a caregiver than an apprentice as the wizard degraded quickly, although he still continued in his studies as much as he could using the wizard's texts. Neffwik also became prone to bouts of rage and mania, some of which Bortleby was lucky to escape uninjured. He considered it a blessing from Mystra that the wizard's condition rendered him unable to cast.
The wizard passed away 3 months ago, and Bortleby traveled to Arabel in Cormyr to give his closest kin the news, as well as the key to the wizard's house. Now he has arrived back in Waterdeep, and has decided he has learned enough to (hopefully) fend for himself. He keeps a wand that Neffwik gave him once, a plain wooden stick, carved into an octagonal shape, that Neffwik said saved his life on 2 occasions, and helped his band bring down an iron golem. The wand is dormant now, having expended it's last charge decades ago (or centuries - Neffwik was a very old man). Bortleby doesn't even know what spell was in it - Neffwik never told him. He keeps it as a token of remembrance of the man who taught him how to use the Art.
In the bustling city of Waterdeep, rumors of a secret cache of gold spread. Blood spill the streets in increasingly deadly fights between opposing factions. Who, at this time of need will help the people of this city, and who will find the treasure?.
Hi, I am starting a run of the pre-made module Waterdeep: Dragon Heist from level 1 to level 5. I have been DM-ing for 2 years (I think) now, and looking for four players who haven't played Dragon Heist. Players of any experience can join. For character creation character start at level 1, you can use any official source book is allowed, if you want to use UA or homebrew, ask me first. If you want to join, please post your character you want to play for this with the character's name, race, class and backstory. I'll pick who the group will be in about three days. I will never learn how to end one of these posts.
Ability scores: 16 13 12 15 15 12
Name: Sephyre Deepwave
Race: Half-elf
Class: Warlock (Fathomless)
Background: Criminal
Backstory: Found as an infant by a Waterdhavian fisherman and adopted into his family, Sephyre Deepwave had lived her whole life in poverty. As a child she was often found alone by the docks diving or just sitting mesmerized by the waves of the Sea of Swords. As she became older she started having dreams of an enormous tentacled entity in a deep sea palace. Eventually Sephyre was drawn into the criminal underworld of Waterdeep having a talent for stealing and conning the more fortunate out of their silver. One night she woke up from her dreams feeling compelled to go by the sea where the tentacled entity appeared and offered her powers of the deep so that she might serve it in the city of Waterdeep. Sephyre Deepwave has since been an unwitting informant to the Kraken Slarkrethel while leading a life as an adventurer in Waterdeep. And adventure was never far away.
Sephyre Deepwave - D&D Beyond (dndbeyond.com)
Sorry but I have to withdraw. Good luck in the campaign.
Quote "If you want to join, please post your character you want to play for this with the character's name, race, class and backstory"
Character's name: Ravanna Icelanburg
Character Race: Custom linage
Character Class: Cleric
Character Backstory: Ravanna was born and raised in Termaline. It's one of only 10 towns located in Ice Wind Dale. Growing up in only a world of Ice and Snow requires you be of a sturdier stalk in order for you to survive. However not everybody who came to 10 towns was made of that heavier stalk. It saddens me to remember how children, woman and fully grown men would catch the simplest of colds and end up crippled or worse losing there lives due to a lack of resources or a proper healer. This while I was growing up inspired me to do something about it. To go beyond my means. So as any good parents would do in order to see me achieve my dream, they sent me on a trip to live with my aunt. My aunt just so happens to be a nurse. And my uncle learned many forms of various types of magic. For me that was the perfect place to learn the best of both worlds and become who I am.
Ability scores: 14 14 10 16 8 16
As I am cursed to always forget something, for stats, re-roll ones once.
Name: Athtar Morov
Race: Wood Elf
Class: Warrior
Backstory: Athtar's clan succumbed to a mysterious disease, leaving black sacks of pus on all its victims, killing in a matter of weeks. Apart from a few invalid elders, Athtar and his sister, Aethin, were the sole survivors. During a hunt for food, he lost contact with his sister. After several months of searching, and with nowhere to feasibly return to, he left, seeking answers and wherever might be found the opportunity for a new beginning.
Ability scores: 15 13 13 13 13 14
character's name : Long-Nhi
race : Aquatic Half-Elf
class : Warlock (for now, but if possible I'd like to multiclass her later with Bard and/or Druid?)
backstory : She grew up in an orphanage near the docks and used to play there every day. One day some slave-traders came to look for two girls who had escaped them and in the aftermath of this mess the orphanage got burned down, leaving many children homeless once again. Long-Nhi was nine back then and didn't know what to do other than flee to the water, where she knew she would be safe, at least for the time being. After that she mostly lived on the streets together with some of the other children. Occasionally though she would be able to sneak into the local library or book-store and stay there undetected on especially cold nights. One of those nights she got hit with a really bad fever though and didn't get up on time to leave before the adults working there arrived and discovered her. She was fifteen by then. Luckily she didn't get thrown out, but taken care of and nursed by the shop-owner, who was an old lady called Mara Lameer. They became friends and she would help out in the shop every now and then in exchange for some coin and Mara also taught her how to read and write and she soon devoured every book she could get her hands on. That's also how she accidentally stumbled upon a pact with "the great old one" at the age of twenty. That was a year ago and now she is ready for adventure!
Ability scores: 11 15 15 14 18 14
sheetlink : https://ddb.ac/characters/58029992/HXa455
Ability Scores: Ability scores: 12 11 14 16 14 11
Name: Graorin
Race: Half-elf
Class: Monk
Background: Charlatan
Backstory:
Graorin was abandoned at birth by his parents. He was then kidnapped by a secret guild of thieves. This guild raised him and taught him the ways of thievery. When a little older, Graorin decided to attempt to pickpocket the leader of the guild to prove his skills. Unfortunately, the leader did catch him, but the leader found Graorin to be inspiring in his ambition. So the leader decided to adopt Graorin as his son.
As a young man, Graorin's adoptive father decided to arrange a peace pact with the rival guild, the assassin guild. A part of this deal was for Graorin to marry the daughter of the leader of the assassins. However, her older brother objected to the marriage and challenged Graorin to a duel. In self-defence, Graorin killed the brother. As a consequence, Graorin was banished from the guild in an attempt to keep the peace pact.
After wandering the world, Graorin finds himself in Waterdeep.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Ability scores: 9 12 11 11 14 13
Name: Prusica Trueseeker
Race: Female Stout Halfling
Class: Ranger
Background: Outlander
Description: She is a short and thin halfling with golden blond hair and dark brown eyes. She wears patched green clothes and a green hooded cape over scuffed leather armor.
Backstory:
Prusica is a young, sarcastic loner who is slow to trust but fiercely loyal to those that break through the outer shell. She was raised by loving farmer parents: her father Joro and mother Roselle. At the age of 8, a pack of gnolls attacked the farm, and she ran into the nearby woods. She assumes that her parents were killed, as she saw them run back into the farmhouse to get her younger brother, Belamin. She waited in a thicket for her parents to find her, but they never came. She was lost in the woods for a few days, near starving, when a reclusive dwarf woman, Bonwin, welcomed her into her solitary home and nursed her back to health. Bonwin taught Prusica how to live in the woods apart from society, how to respect and commune with nature, and to worship Silvanus. Prusica became particularly keen and attuned to animals and trees. When she reached adulthood, she thought it was time for her to seek fortune as a ranger adventurer. Bonwin did not want her to leave. She even tried to lock Prusica in her room in the tiny cabin, but Prusica was able to break out and flee.
Character sheet: ddb.ac link
Ability scores: 14 9 12 15 15 7
Race: Variant Human
Class: Barbarian
Background: Haunted one
Backstory:
He was happy once, with his wife and daughter living in their village. He tended the fields and joined the other hunters when they needed meet or to protect the village. Life was not always easy, but it was happy.
Character sheet: https://ddb.ac/characters/58042864/FJWXuW
Basina Fairfoot- Halfling paladin
Shadow through the forest (Shadow) - Tabaxi Ranger (beastmaster)
Name: Nefirith Torzalan
Race: Tiefling
Class: Monk
Background: Charlatan
Backstory: Abandoned by human parents she barely remembers, Nefirith was taken in by a monastery at a young age. Though she took to the martial arts well, the mentality of a monk always eluded her, try as the monks did to show her tranquility and peace. Bored with the seclusion and craving new company, Nefirith left as a young adult, taking to the streets of cities. She was naturally charismatic, and quickly found a place with everyone's least favorite part of big cities--the con artists and swindlers. She found she enjoyed the thrill of scamming, and had a knack for it--and the rest was history. Though she's not malicious, she's likely made quite a few enemies--luckily, her monk training's left her fast enough to outrun them. And in Waterdeep, even someone like her can blend in.
Ability scores: 6 9 17 14 13 8
https://www.dndbeyond.com/profile/noitsbecky_127/characters/58050302
Ability scores: 12 17 10 14 14 16
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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
yes
Name Allian
Race Dragonborn Dracoblood
Class: Bard
Backstory:
Allian's life was a story book one that was told on the backs of others making it better for him and his parents. But not not for others on their plantation, so he set off on his own from chult it took him many years to find his way coming to Waterdeep to study learning at the collage of the arts. Now he can be found occasionally playing his bagpipes at Inns and taverns to make his coin.
Sometimes, he takes odd jobs with the local factions and law to try and take those in the wrong in for a bounty.
-----------------------------------------------------------------------------------------------------------------
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
Ability Scores: Ability scores: 12 15 15 11 17 11
Name: Danniel Underfoot
Race: Ghostwise Halfling
Class: Druid (Spores)
Background: Folk Hero
Backstory: Danniel was born into the Underfoot family, a family known to his ghostwise tribe for being staunch and powerful defenders. Danniel grew up the forth of five children, being taught to fight, study, and to lead. Danniel also had a talent in the druidic arts, with Urogalan, He Who Must Be, as the deity he worships. Danniel's power corresponded closest to that of the earth and the organisms that were able to live upon unliving stones; Fungus. Danniel could control the spores and use them to protect his tribe and to learn possible threats in nearby areas. It was thanks to Danniel that his ghostwise tribe was able to prepare for an assault by surrounding goblinoid clans. Teaming with adventurers, namely a human ranger, the tribe still stood; Danniel was badly wounded, but recovered with a nasty scar spanning from his collar to his sternum. After helping save his tribe and proving himself a hero that the Underfoots were known for, Danniel decided to leave the clan, with a wanderlust of adventure that he can hopefully bring back to the tribe, as well as protect the lands far and wide.
Ability scores: 12 15 14 15 15 16
Name: Borris
Race: Human V
Class: Paladin(oath of redemption)
BG: Criminal
Backstory:
As a career criminal Borris, has done everything you could image. Bribery, extortion, theft, you name it he’s done it! One night on a job he was to rob a noble from water deep, but the job was a set up. He was caught and was beaten. Thrown in the sewers and left for dead he washed up outside of town when a cleric of ilmater found him.
She nursed him back to health but the recovery would take months. In that time her passion for ilmater changed his heart, he no longer wishes for I’ll gotten gains but for redemption. Those months turned to a year and he dedicated his life to ilmater and returned to waterdeep to help redeem those of his former life.
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiAName: Swan Piper
Race: Kenku
Class: Monk
Ability scores: 14 14 9 17 17 13
Backstory:
While most of his flock wandered around aimlessly with no real purpose and lost in their tale of woe, Piper always possessed more of an inner drive to strive for something, anything. It took a bit of effort to pull himself out of his plan-less drifting lifestyle and toward the monastery where he learned to still his mind and focus his thoughts and energies. With this discipline, came clarity of purpose -- to uncover if there was any truth to the legend of the lost wings. Now, he's a lone wanderer searching for clues or information that might help him learn more about the source of the legends.
Ability scores: 11 12 17 11 12 14
Name: Bortleby
Race: Human
Class: Wizard
DDB Link: https://ddb.ac/characters/58247584/0UOnUn
Backstory:
Bortleby was an apprentice to Neffwik the Mage for 3 years, after deciding he wanted to study magic at the age of 17. Neffwik was a gruff but wise man, and Bortleby came to both respect and admire him. In the evenings, Neffwik would often share some of his wine with Bortleby as he recounted stories of his glory years as a young adventurer, roaming the Sword Coast from Neverwinter to Amn and from the Moonshaes to the Inner Sea. Then one morning Neffwik suffered some kind of stroke or seizure while experimenting with some new components for conjuration spells. The old wizard was never the same after that, mostly recovering the use of his limbs but unable to speak, concentrate, or hold a thought. Bortleby became more of a caregiver than an apprentice as the wizard degraded quickly, although he still continued in his studies as much as he could using the wizard's texts. Neffwik also became prone to bouts of rage and mania, some of which Bortleby was lucky to escape uninjured. He considered it a blessing from Mystra that the wizard's condition rendered him unable to cast.
The wizard passed away 3 months ago, and Bortleby traveled to Arabel in Cormyr to give his closest kin the news, as well as the key to the wizard's house. Now he has arrived back in Waterdeep, and has decided he has learned enough to (hopefully) fend for himself. He keeps a wand that Neffwik gave him once, a plain wooden stick, carved into an octagonal shape, that Neffwik said saved his life on 2 occasions, and helped his band bring down an iron golem. The wand is dormant now, having expended it's last charge decades ago (or centuries - Neffwik was a very old man). Bortleby doesn't even know what spell was in it - Neffwik never told him. He keeps it as a token of remembrance of the man who taught him how to use the Art.