[ONLINE][5.5E][GREYHAWK][DISCORD][LEVEL 1] Looking for 4 players – RP-heavy campaign starting with dungeon crawl
Hi folks,
I'm starting a new D&D campaign and looking for 4 players (possibly 5) total to form the party. This will begin as a level 1 adventure (squishy goodness) with a strong dungeon-crawl opening, but the intention is for the game to grow into a long-term Greyhawk campaign if the group clicks.
System
Edited to add: Stat generation! Any method of generation is acceptable. My preference is for stats to be rolled (roll twice and take the better set), but if you want to go points buy or standard array that's fine (rolling can create some interesting characters)
D&D 5.5e rules
I will be using updated rules, new spell versions, and current combat mechanics
Legacy content will be avoided where possible unless needed for character concepts
Characters built on D&D Beyond
Dice rolls will be made on your sheet once linked
Setting
World of Greyhawk
Starting region: Principality of Ulek
The adventure will focus on Silvertown, a small mining settlement at the southern edge of the Lortmil Mountains, near the village of Thrunch
The game may begin in the port city of Gryrax, depending on party backgrounds
Style of Play
Heavy RP encouraged
Character backstories matter
Exploration + dungeon crawl to start
Expect investigation, travel, and town interaction as well as combat
Party Requirements
For balance, the group should include:
A Cleric (or similar divine/healing role) strongly preferred
A Rogue (or stealth / scouting type) strongly preferred
Other classes welcome.
Character Creation Rules
Start at Level 1
Give a short backstory explaining:
Why your character is in or travelling to Thrunch / Silvertown / Gryrax
What brought them to the south end of the Lortmil Mountains
Roll twice on the Trinket table (d100) and include the results in your post These are small story hooks / odd items that may help shape your background.
Platform
Game will run on Discord
Characters on D&D Beyond
Will set up a campaign tracker on Critical Notes to track the journey
What I’m looking for
Players who enjoy roleplay as much as combat
People who will post regularly and stay involved (there is some leeway in this. Ideally I'm looking for people to post everyday, but I get it - life gets in the way - including with me - I would endeavour to post daily, but that may not always work out because of work. (I just ask that if you're going to disappear for a bit, you let me know, and I promise to do the same for you.)
Players interested in a campaign that may run long-term if it works out
If interested, post:
Character concept
Short backstory
Class
Trinket rolls (2 × d100)
Confirmation you’re OK with 5.5e updated rules
Once we have a full party, I'll give you the links to discord and d&d beyond campaign and we'll go from there. I may spend a little time fleshing out backstories with you as well in private channels.
Also - just to prove that you've read to the end, I'd like you to answer a simple question as a bit of a filter.
What are the lands controlled by the Free City of Greyhawk called?
Name:Jack Harrow Race: Human (Rhenee) Class: Warlock (Archfey) Background: Wayfarer Trinkets: 3511 Backstory: Jack grew up with his large family of uncles, aunts and cousins on a Rhenee barge that cruised the rivers of Flanaess. His family, like all Rhenee, had little regard for nations, borders and laws, living their lives mostly outside that of society. He was trained for thievery by his many uncles but was also taught witchcraft by his aunts. Jack always sensed he was different than his folks though, and when he came of age it was revealed to him that he had once been delivered to the barge as a newborn and adopted into the family for reasons they would not divulge. He decided to leave and travel Flanaess to find his past as well as his future, soon finding the company of the tiny fae Shadowthorn that offered to come along on his journeys, one day finding their way to the city of Gryrax where adventure awaited them both.
What if I have no clue about anything about Grayhawk, I have never heard of nor know about the cities Thrunch / Silvertown / Gryrax or know about any free states and who controls what lands. Does that mean I should not bother to create a backstory which would be fairly generic due to a lack of knowledge of the politics or geography?
What if I have no clue about anything about Grayhawk, I have never heard of nor know about the cities Thrunch / Silvertown / Gryrax or know about any free states and who controls what lands. Does that mean I should not bother to create a backstory which would be fairly generic due to a lack of knowledge of the politics or geography?
A generic backstory is fine. I'm mainly looking for a reason you might be travelling to a remote mining community (it has a reputation for silver mining). Setting details (and what a PC knows or is from) is something that we can potentially discuss. If you've got any questions about the settings please ask.
Thrunch and Gryrax are places that exist in the setting. Silvertown is effectively a new addition.
I just had to retire my in-person rogue sadly, so let's see if this is the universe sending me an opportunity for another one
Ability scores: 151214131510
Name: Shae (Celene) Race: Elf Class: Rogue (Swashbuckler if that's ok, but happy to adjust!) Background: Charlatan Trinkets: 7389 -- originally got 73 and 89 -- The shell of an egg painted with scenes of human misery in disturbing detail -- A vial of dragon blood Backstory:
Named after Oerth’s smaller blue moon, Celene was born to a minor noble house in the kingdom of the same name. Her parents hoped she would be the quintessential elven daughter: polite, ethereal, and helpful. Celene learned quickly that she could be all of those things, provided there was something to be gained in return. Rumours in court claimed her thieving skills manifested in the cradle but what began as adorable vanished trinkets soon became a crisis for her family’s reputation. As she grew, it became clear she possessed not just itchy fingers, but a flair for the theatrical. It was never a simple theft with her but rather an elaborate scheme, often involving a lot of theatrics and an impressionable troupe of youths to help with her heists. The older she got, the more brazen her acts became and no punishment could dampen her spirits. Eventually, the small-town swindles lost their lustre and Celene grew incredibly bored with her community. After a short consideration, she borrowed her family’s signet ring, forged herself a flawless letter of introduction, and got on a trade galleon to the City of Greyhawk, reinventing herself before the ship even docked. In the Free City, she ignored the filth of the Slum and Thieves’ Quarters, knowing the real opportunities live in the more respected quarters. She moved into a high-end inn into the Foreign Quarter (which she couldn’t afford), hired a tailor (whose services she couldn’t afford either), and introduced herself as Baroness Aramintha of Highfolk, a noble looking to diversify her family's wine portfolio. She spent the next couple of years “investing” the gold of merchants and artisans into a non-existent vineyard, culminating in throwing a legendary masquerade ball for her victims. While the guests were toasting to their imaginary wine investments, “Aramintha” slipped out the back, leaving behind nothing but a mountain of unpaid bills and a single playing card - the Queen of Hearts - pinned to the empty counting chest. She hopped on a ship to Gryrax under the guise of a humble adventurer, adopting the name Shae while she figures out her next move. She's drifted towards the southern Lortmil Mountains. She's heard the mines there are overflowing with silver and gems, and more importantly, owned by mine-owners far too wealthy for their own good.
Shae is a creature of radiant audacity and an opportunist - why hide in a sewer when you can lie your way into a palace? She is unnervingly charming, perpetually optimistic, and possesses a wit as sharp as her rapier.
While she loves the "Great Game" of the con, she is fiercely loyal to those she considers her "cast" (the party). She doesn't backpedal or whine when a plan goes sideways. Instead, she simply treats the chaos as an unexpected plot twist and pivots with a grin. She believes that as long as you look like you belong there, you can go anywhere.
What are the lands controlled by the Free City of Greyhawk called - the Domain of Greyhawk Happy with 5.5e rules and any adjustments deemed necessary by DM
Backstory: Lirael, born to a Welkwood elf mother and a Gryrax human smuggler father, learned the trade early—ferrying fey-touched herbs, stolen gems, and whispered secrets past elven wardens into Ulek ports. A double-cross with dwarven merchants in a Thrunch warehouse left him with a jagged scar across his left cheek from a thrown pickaxe, and a burning grudge against "bearded oathbreakers" who steal from their own kind. Branded a thief, he's retreated into the Lortmil foothills, now scouting for Silvertown's miners by day while fencing rare ores through shadowy contacts by night. His fey-touched knack for illusions and minor cantrips lets him slip any noose—but dwarves make his blood boil.
Trinkets: An iron holy symbol devoted to an unknown god, A rank insignia from a lost legionnaire
Personality: A charming rogue with restless wanderlust, Lirael is flirtatious and evasive in equal measure—quick with a disarming grin or a fey-glamoured alias to dodge questions. He thrives on the thrill of the con, weaving half-truths like spider silk, but his scarred cheek hides a chip on his shoulder: dwarves draw a sneer and a sharp quip about "greedy tunnel-rats," and betrayal makes him ghost allies overnight. Deep down, he's loyal to those who earn it, masking vulnerability with wry humor and a knack for turning tense standoffs into laughing matters.
OK with 5.5e updated rules. What are the lands controlled by the Free City of Greyhawk called? The Cairn Hills.
Not a deep guru of Greyhawk. Also don't have the 5.5 rules, so will hope for sharing so I can select half-elf.
For rolling stats, what method? 4d6 best 3? Reroll 1s or no?
I just had to retire my in-person rogue sadly, so let's see if this is the universe sending me an opportunity for another one
Ability scores: 151214131510
Name: Shae (Celene) Race: Elf Class: Rogue (Swashbuckler if that's ok, but happy to adjust!) Background: Charlatan Trinkets: 7389 -- originally got 73 and 89 -- The shell of an egg painted with scenes of human misery in disturbing detail -- A vial of dragon blood Backstory:
Named after Oerth’s smaller blue moon, Celene was born to a minor noble house in the kingdom of the same name. Her parents hoped she would be the quintessential elven daughter: polite, ethereal, and helpful. Celene learned quickly that she could be all of those things, provided there was something to be gained in return. Rumours in court claimed her thieving skills manifested in the cradle but what began as adorable vanished trinkets soon became a crisis for her family’s reputation. As she grew, it became clear she possessed not just itchy fingers, but a flair for the theatrical. It was never a simple theft with her but rather an elaborate scheme, often involving a lot of theatrics and an impressionable troupe of youths to help with her heists. The older she got, the more brazen her acts became and no punishment could dampen her spirits. Eventually, the small-town swindles lost their lustre and Celene grew incredibly bored with her community. After a short consideration, she borrowed her family’s signet ring, forged herself a flawless letter of introduction, and got on a trade galleon to the City of Greyhawk, reinventing herself before the ship even docked. In the Free City, she ignored the filth of the Slum and Thieves’ Quarters, knowing the real opportunities live in the more respected quarters. She moved into a high-end inn into the Foreign Quarter (which she couldn’t afford), hired a tailor (whose services she couldn’t afford either), and introduced herself as Baroness Aramintha of Highfolk, a noble looking to diversify her family's wine portfolio. She spent the next couple of years “investing” the gold of merchants and artisans into a non-existent vineyard, culminating in throwing a legendary masquerade ball for her victims. While the guests were toasting to their imaginary wine investments, “Aramintha” slipped out the back, leaving behind nothing but a mountain of unpaid bills and a single playing card - the Queen of Hearts - pinned to the empty counting chest. She hopped on a ship to Gryrax under the guise of a humble adventurer, adopting the name Shae while she figures out her next move. She's drifted towards the southern Lortmil Mountains. She's heard the mines there are overflowing with silver and gems, and more importantly, owned by mine-owners far too wealthy for their own good.
Shae is a creature of radiant audacity and an opportunist - why hide in a sewer when you can lie your way into a palace? She is unnervingly charming, perpetually optimistic, and possesses a wit as sharp as her rapier.
While she loves the "Great Game" of the con, she is fiercely loyal to those she considers her "cast" (the party). She doesn't backpedal or whine when a plan goes sideways. Instead, she simply treats the chaos as an unexpected plot twist and pivots with a grin. She believes that as long as you look like you belong there, you can go anywhere.
What are the lands controlled by the Free City of Greyhawk called - the Domain of Greyhawk Happy with 5.5e rules and any adjustments deemed necessary by DM
If impetus is doing a rogue, I’ll make something else.
Name: Gladston of Pelor Race: Human (v) Class: Paladin Background: Soldier Backstory: Gladston started as a squire for a minor knight-Sir Din, in the Shield Lands at the age of 12. At 14 he saw his first battle and the lose of it and his Knight at the hands of the "Horned Society". Not knowing what to do, nor grasping the gravity of his situation, Gladston started working and fighting with a small group of man-at-arms, more like farmers with some training, calling themselves the Sons of the Shieldlands. Too eager to serve & not "accustomed" with the ways of the world, Young Glad, as his companions called him, stayed some 3 years serving as a soldier. It wasn't until a muster by the Earl himself that Galdston was discovered to be alive and serving as a common soldier. Fearing Gladston was afflicted by some disease of the brain, (why else would a squire spend 3 years among commoners and not return to the order?)the now 17 year old was taken to a monastery to serve the Brothers of Pelor. He served there for 7 months not understanding why he was being punished when, during a fitful night of dreams, Sir Din appeared to Gladston and "knighted" the young man in the name of Pelor. Din instructed Gladston to leave and travel to the south to the Principality of Ulek, to Silvertown. Gladston awoke, he packed what things he possessed and set out on this journey, much to the Abbot's frustration, with no plans nor what to do when he gets there. He believes his faith in Pelor will guide him.
Trinket rolls: 6581
Confirmation you’re OK with 5.5e updated rules: I prefer them to 1e.
Name: Gladston of Pelor Race: Human (v) Class: Paladin Background: Soldier Backstory: Gladston started as a squire for a minor knight-Sir Din, in the Shield Lands at the age of 12. At 14 he saw his first battle and the lose of it and his Knight at the hands of the "Horned Society". Not knowing what to do, nor grasping the gravity of his situation, Gladston started working and fighting with a small group of man-at-arms, more like farmers with some training, calling themselves the Sons of the Shieldlands. Too eager to serve & not "accustomed" with the ways of the world, Young Glad, as his companions called him, stayed some 3 years serving as a soldier. It wasn't until a muster by the Earl himself that Galdston was discovered to be alive and serving as a common soldier. Fearing Gladston was afflicted by some disease of the brain, (why else would a squire spend 3 years among commoners and not return to the order?)the now 17 year old was taken to a monastery to serve the Brothers of Pelor. He served there for 7 months not understanding why he was being punished when, during a fitful night of dreams, Sir Din appeared to Gladston and "knighted" the young man in the name of Pelor. Din instructed Gladston to leave and travel to the south to the Principality of Ulek, to Silvertown. Gladston awoke, he packed what things he possessed and set out on this journey, much to the Abbot's frustration, with no plans nor what to do when he gets there. He believes his faith in Pelor will guide him.
Trinket rolls: 6581
Confirmation you’re OK with 5.5e updated rules: I prefer them to 1e.
Okay, since the rogue role is taken, I'll take the healer role, but I have to go a little bit punk with it.
Kaelin Thornstride of the Red Circle Race/Class: Half-Elf Druid (Circle of the Land – Mountain) Role: Nature caster / eco-saboteur / wilderness guide Background:Outlander or Guide
Expanded Backstory: Kaelin was born under a storm-lashed tent on a muddy caravan trail snaking from Gryrax harbor up into the Lortmil foothills—a child of divided worlds. His elven mother, Elowen, belonged to a fading woodland circle that once whispered to ancient oaks along the Welkwood's edge, teaching him to read wind patterns and animal tongues before he could swing a stick. His human father, Torv, was a weathered teamster hauling ore and timber for Ulek merchants, showing Kaelin the practical scars of progress: rutted paths that never heal, rivers turned gray with silt, and forests felled for cart axles.
The turning point came five years ago during Kaelin's initiation as a grove tender. His circle petitioned Silvertown's mine overseers to spare a sacred spring feeding the lower Lortmils—offering charms for safe digs and prophecies of rich veins in exchange. The dwarves agreed with nods and handshakes, then broke ground anyway. A shaft collapse poisoned the spring with runoff, killing fish, stunting crops in Thrunch, and claiming three miners (including a boy Kaelin had taught to whistle to birds). The elders mourned and rebuilt; Kaelin saw betrayal. He burned his grove-tender's cord and vanished into the wilds.
There, he found the Red Circle: not a formal order, but fluid cells of druids—exiles, visionaries, and broken idealists—who reject rooted guardianship for roving crusade. They drift like wildfire smoke across the Flanaess, from Crystalmist logging camps to Hellfurnace slag pits, hitting where civilization's blade cuts deepest. Kaelin joined a cell in the southern Lortmils, learning sabotage from a scarred human stormcaller (roots into pulleys, summoned swarms on supply lines) and evasion from a gnome spore-shaper. His cell shattered after a botched raid on a Gearnat ore barge—two captured, one fled north—leaving Kaelin alone but resolute.
Drawn now to Silvertown by fleeing beasts, blighted moss, and dreams of choking roots, he poses as a wandering herbalist and trail guide. He mends crushed limbs for coppers by day, earning trust; by night, he slips into tunnels to etch red-ochre circles, coax stone to shift, and free caged mules. He seeks adventuring companions not as friends, but tools—strong arms to witness the land's pain, or unwitting shields for his next strike. Deep down, he fears the Circle's path will consume his last shred of mercy, but the mountains' silence demands action.
Trinkets: A 1-pound egg with a bright red shell, A dead sprite inside a clear glass bottle
Expanded Personality: Kaelin moves like wind through pines—silent, inevitable, always testing for weakness. Restless to his bones, he paces inns like a wolf scenting traps, sleeps with one eye open under stars, and vanishes for days if town life chokes him. His voice is soft gravel, delivering absolutes with fanatic calm: "Gold veins don't scream, but rivers do." Sabotage is art to him—dark humor laces his tales of "helping tunnels remember their weight" or nicknaming allies after beasts ("Steady as an ox, you are").
Beneath thorns lies a bruised empathy: he'll bind a miner's wounds post-sabotage, share his last dry rations with a stray dog, or spare a beggar's plea with quiet coin. Betrayal ignites cold fury—he ghosts allies overnight, leaving only a red sigil as warning. Nature is his true bond, people mere guests; compromise feels like surrender. Flaws gnaw: moral absolutism blinds him to gray (a "good" foreman might still dig too deep), and suppressed guilt manifests as nightmares of drowned groves. In the party, he's the uneasy conscience—pushing for wild detours, questioning greed, but fiercely guarding those who earn his rare, wry grin.
This post has potentially manipulated dice roll results.
This sounds right up my alley! I'm not super well-versed in Greyhawk lore, but I know there's a lot of cool stuff there, so its time to do some research! Let's see how RNGjesus feels about me today!
Ability scores set 1: 101316151513
Ability scores set 2: 1016187910
Rollback Post to RevisionRollBack
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, but now everything's good and I'm trying to get into more games!
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum:The Popular Paladin, Aasimar Noble, Level 5 Paladin of Redemption;
This sounds right up my alley! I'm not super well-versed in Greyhawk lore, but I know there's a lot of cool stuff there, so its time to do some research! Let's see how RNGjesus feels about me today!
Ability scores set 1: 12108141114
Ability scores set 2: 511121599
Ouch. That second set of stats!
At the moment, I look like I have 4, but I'm happy to go with 5. Current party make up
I'm not averse to 3rd party content, as long as it's compatible with 5.5 - some of the legacy stuff can make character sheets behave a little strangely.
As long as you run stuff by me and I can have a look, then I'm fairly open to it.
Rollback Post to RevisionRollBack
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[ONLINE][5.5E][GREYHAWK][DISCORD][LEVEL 1] Looking for 4 players – RP-heavy campaign starting with dungeon crawl
Hi folks,
I'm starting a new D&D campaign and looking for 4 players (possibly 5) total to form the party. This will begin as a level 1 adventure (squishy goodness) with a strong dungeon-crawl opening, but the intention is for the game to grow into a long-term Greyhawk campaign if the group clicks.
System
Edited to add: Stat generation! Any method of generation is acceptable. My preference is for stats to be rolled (roll twice and take the better set), but if you want to go points buy or standard array that's fine (rolling can create some interesting characters)
D&D 5.5e rules
I will be using updated rules, new spell versions, and current combat mechanics
Legacy content will be avoided where possible unless needed for character concepts
Characters built on D&D Beyond
Dice rolls will be made on your sheet once linked
Setting
World of Greyhawk
Starting region: Principality of Ulek
The adventure will focus on Silvertown, a small mining settlement at the southern edge of the Lortmil Mountains, near the village of Thrunch
The game may begin in the port city of Gryrax, depending on party backgrounds
Style of Play
Heavy RP encouraged
Character backstories matter
Exploration + dungeon crawl to start
Expect investigation, travel, and town interaction as well as combat
Party Requirements
For balance, the group should include:
A Cleric (or similar divine/healing role) strongly preferred
A Rogue (or stealth / scouting type) strongly preferred
Other classes welcome.
Character Creation Rules
Start at Level 1
Give a short backstory explaining:
Why your character is in or travelling to Thrunch / Silvertown / Gryrax
What brought them to the south end of the Lortmil Mountains
Roll twice on the Trinket table (d100) and include the results in your post
These are small story hooks / odd items that may help shape your background.
Platform
Game will run on Discord
Characters on D&D Beyond
Will set up a campaign tracker on Critical Notes to track the journey
What I’m looking for
Players who enjoy roleplay as much as combat
People who will post regularly and stay involved (there is some leeway in this. Ideally I'm looking for people to post everyday, but I get it - life gets in the way - including with me - I would endeavour to post daily, but that may not always work out because of work. (I just ask that if you're going to disappear for a bit, you let me know, and I promise to do the same for you.)
Players interested in a campaign that may run long-term if it works out
If interested, post:
Character concept
Short backstory
Class
Trinket rolls (2 × d100)
Confirmation you’re OK with 5.5e updated rules
Once we have a full party, I'll give you the links to discord and d&d beyond campaign and we'll go from there. I may spend a little time fleshing out backstories with you as well in private channels.
Also - just to prove that you've read to the end, I'd like you to answer a simple question as a bit of a filter.
What are the lands controlled by the Free City of Greyhawk called?
This thread I'll leave open for a few days.
Thanks for looking!
Name: Jack Harrow
Race: Human (Rhenee)
Class: Warlock (Archfey)
Background: Wayfarer
Trinkets: 35 11
Backstory: Jack grew up with his large family of uncles, aunts and cousins on a Rhenee barge that cruised the rivers of Flanaess. His family, like all Rhenee, had little regard for nations, borders and laws, living their lives mostly outside that of society. He was trained for thievery by his many uncles but was also taught witchcraft by his aunts. Jack always sensed he was different than his folks though, and when he came of age it was revealed to him that he had once been delivered to the barge as a newborn and adopted into the family for reasons they would not divulge. He decided to leave and travel Flanaess to find his past as well as his future, soon finding the company of the tiny fae Shadowthorn that offered to come along on his journeys, one day finding their way to the city of Gryrax where adventure awaited them both.
Jack
Shadowthorn
(Okay with 5.5 rules, Domain of Greyhawk)
What if I have no clue about anything about Grayhawk, I have never heard of nor know about the cities Thrunch / Silvertown / Gryrax or know about any free states and who controls what lands. Does that mean I should not bother to create a backstory which would be fairly generic due to a lack of knowledge of the politics or geography?
A generic backstory is fine. I'm mainly looking for a reason you might be travelling to a remote mining community (it has a reputation for silver mining). Setting details (and what a PC knows or is from) is something that we can potentially discuss. If you've got any questions about the settings please ask.
Thrunch and Gryrax are places that exist in the setting. Silvertown is effectively a new addition.
I just had to retire my in-person rogue sadly, so let's see if this is the universe sending me an opportunity for another one
Ability scores: 14 15 11 17 16 16
Ability scores: 12 14 15 17 15 14
DM: Hoard of the Dragon Queen Adventure, Dragons of Stormwreck Isle and even more dragons
Name: Shae (Celene)
Race: Elf
Class: Rogue (Swashbuckler if that's ok, but happy to adjust!)
Background: Charlatan
Trinkets: 73 89 -- originally got 73 and 89
-- The shell of an egg painted with scenes of human misery in disturbing detail
-- A vial of dragon blood
Backstory:
Named after Oerth’s smaller blue moon, Celene was born to a minor noble house in the kingdom of the same name. Her parents hoped she would be the quintessential elven daughter: polite, ethereal, and helpful. Celene learned quickly that she could be all of those things, provided there was something to be gained in return.
Rumours in court claimed her thieving skills manifested in the cradle but what began as adorable vanished trinkets soon became a crisis for her family’s reputation. As she grew, it became clear she possessed not just itchy fingers, but a flair for the theatrical. It was never a simple theft with her but rather an elaborate scheme, often involving a lot of theatrics and an impressionable troupe of youths to help with her heists. The older she got, the more brazen her acts became and no punishment could dampen her spirits.
Eventually, the small-town swindles lost their lustre and Celene grew incredibly bored with her community. After a short consideration, she borrowed her family’s signet ring, forged herself a flawless letter of introduction, and got on a trade galleon to the City of Greyhawk, reinventing herself before the ship even docked.
In the Free City, she ignored the filth of the Slum and Thieves’ Quarters, knowing the real opportunities live in the more respected quarters. She moved into a high-end inn into the Foreign Quarter (which she couldn’t afford), hired a tailor (whose services she couldn’t afford either), and introduced herself as Baroness Aramintha of Highfolk, a noble looking to diversify her family's wine portfolio.
She spent the next couple of years “investing” the gold of merchants and artisans into a non-existent vineyard, culminating in throwing a legendary masquerade ball for her victims. While the guests were toasting to their imaginary wine investments, “Aramintha” slipped out the back, leaving behind nothing but a mountain of unpaid bills and a single playing card - the Queen of Hearts - pinned to the empty counting chest. She hopped on a ship to Gryrax under the guise of a humble adventurer, adopting the name Shae while she figures out her next move.
She's drifted towards the southern Lortmil Mountains. She's heard the mines there are overflowing with silver and gems, and more importantly, owned by mine-owners far too wealthy for their own good.
Shae is a creature of radiant audacity and an opportunist - why hide in a sewer when you can lie your way into a palace? She is unnervingly charming, perpetually optimistic, and possesses a wit as sharp as her rapier.
While she loves the "Great Game" of the con, she is fiercely loyal to those she considers her "cast" (the party). She doesn't backpedal or whine when a plan goes sideways. Instead, she simply treats the chaos as an unexpected plot twist and pivots with a grin. She believes that as long as you look like you belong there, you can go anywhere.
What are the lands controlled by the Free City of Greyhawk called - the Domain of Greyhawk
Happy with 5.5e rules and any adjustments deemed necessary by DM
DM: Hoard of the Dragon Queen Adventure, Dragons of Stormwreck Isle and even more dragons
Lirael Thornshadow, the Fey Smuggler
Race/Class: Half-Elf Rogue (Arcane Trickster)
Role: Scout / infiltrator / arcane trickster
Background: Criminal (Smuggler variant)
Backstory: Lirael, born to a Welkwood elf mother and a Gryrax human smuggler father, learned the trade early—ferrying fey-touched herbs, stolen gems, and whispered secrets past elven wardens into Ulek ports. A double-cross with dwarven merchants in a Thrunch warehouse left him with a jagged scar across his left cheek from a thrown pickaxe, and a burning grudge against "bearded oathbreakers" who steal from their own kind. Branded a thief, he's retreated into the Lortmil foothills, now scouting for Silvertown's miners by day while fencing rare ores through shadowy contacts by night. His fey-touched knack for illusions and minor cantrips lets him slip any noose—but dwarves make his blood boil.
Trinkets: An iron holy symbol devoted to an unknown god, A rank insignia from a lost legionnaire
Personality: A charming rogue with restless wanderlust, Lirael is flirtatious and evasive in equal measure—quick with a disarming grin or a fey-glamoured alias to dodge questions. He thrives on the thrill of the con, weaving half-truths like spider silk, but his scarred cheek hides a chip on his shoulder: dwarves draw a sneer and a sharp quip about "greedy tunnel-rats," and betrayal makes him ghost allies overnight. Deep down, he's loyal to those who earn it, masking vulnerability with wry humor and a knack for turning tense standoffs into laughing matters.
OK with 5.5e updated rules.
What are the lands controlled by the Free City of Greyhawk called? The Cairn Hills.
Not a deep guru of Greyhawk. Also don't have the 5.5 rules, so will hope for sharing so I can select half-elf.
For rolling stats, what method? 4d6 best 3? Reroll 1s or no?
Author of Kid Comet and the Sixth Grade Shadow and other Middle Grade Novels
Ability scores: 11 12 11 9 6 10
Ability scores: 10 14 8 16 16 13
If impetus is doing a rogue, I’ll make something else.
Author of Kid Comet and the Sixth Grade Shadow and other Middle Grade Novels
Name: Gladston of Pelor
Race: Human (v)
Class: Paladin
Background: Soldier
Backstory: Gladston started as a squire for a minor knight-Sir Din, in the Shield Lands at the age of 12. At 14 he saw his first battle and the lose of it and his Knight at the hands of the "Horned Society". Not knowing what to do, nor grasping the gravity of his situation, Gladston started working and fighting with a small group of man-at-arms, more like farmers with some training, calling themselves the Sons of the Shieldlands. Too eager to serve & not "accustomed" with the ways of the world, Young Glad, as his companions called him, stayed some 3 years serving as a soldier. It wasn't until a muster by the Earl himself that Galdston was discovered to be alive and serving as a common soldier. Fearing Gladston was afflicted by some disease of the brain, (why else would a squire spend 3 years among commoners and not return to the order?)the now 17 year old was taken to a monastery to serve the Brothers of Pelor. He served there for 7 months not understanding why he was being punished when, during a fitful night of dreams, Sir Din appeared to Gladston and "knighted" the young man in the name of Pelor. Din instructed Gladston to leave and travel to the south to the Principality of Ulek, to Silvertown. Gladston awoke, he packed what things he possessed and set out on this journey, much to the Abbot's frustration, with no plans nor what to do when he gets there. He believes his faith in Pelor will guide him.
Trinket rolls: 65 81
Confirmation you’re OK with 5.5e updated rules: I prefer them to 1e.
https://www.dndbeyond.com/characters/163301066
Domain of Greyhawk
Okay, since the rogue role is taken, I'll take the healer role, but I have to go a little bit punk with it.
Kaelin Thornstride of the Red Circle
Race/Class: Half-Elf Druid (Circle of the Land – Mountain)
Role: Nature caster / eco-saboteur / wilderness guide
Background: Outlander or Guide
Expanded Backstory:
Kaelin was born under a storm-lashed tent on a muddy caravan trail snaking from Gryrax harbor up into the Lortmil foothills—a child of divided worlds. His elven mother, Elowen, belonged to a fading woodland circle that once whispered to ancient oaks along the Welkwood's edge, teaching him to read wind patterns and animal tongues before he could swing a stick. His human father, Torv, was a weathered teamster hauling ore and timber for Ulek merchants, showing Kaelin the practical scars of progress: rutted paths that never heal, rivers turned gray with silt, and forests felled for cart axles.
The turning point came five years ago during Kaelin's initiation as a grove tender. His circle petitioned Silvertown's mine overseers to spare a sacred spring feeding the lower Lortmils—offering charms for safe digs and prophecies of rich veins in exchange. The dwarves agreed with nods and handshakes, then broke ground anyway. A shaft collapse poisoned the spring with runoff, killing fish, stunting crops in Thrunch, and claiming three miners (including a boy Kaelin had taught to whistle to birds). The elders mourned and rebuilt; Kaelin saw betrayal. He burned his grove-tender's cord and vanished into the wilds.
There, he found the Red Circle: not a formal order, but fluid cells of druids—exiles, visionaries, and broken idealists—who reject rooted guardianship for roving crusade. They drift like wildfire smoke across the Flanaess, from Crystalmist logging camps to Hellfurnace slag pits, hitting where civilization's blade cuts deepest. Kaelin joined a cell in the southern Lortmils, learning sabotage from a scarred human stormcaller (roots into pulleys, summoned swarms on supply lines) and evasion from a gnome spore-shaper. His cell shattered after a botched raid on a Gearnat ore barge—two captured, one fled north—leaving Kaelin alone but resolute.
Drawn now to Silvertown by fleeing beasts, blighted moss, and dreams of choking roots, he poses as a wandering herbalist and trail guide. He mends crushed limbs for coppers by day, earning trust; by night, he slips into tunnels to etch red-ochre circles, coax stone to shift, and free caged mules. He seeks adventuring companions not as friends, but tools—strong arms to witness the land's pain, or unwitting shields for his next strike. Deep down, he fears the Circle's path will consume his last shred of mercy, but the mountains' silence demands action.
Trinkets: A 1-pound egg with a bright red shell, A dead sprite inside a clear glass bottle
Expanded Personality:
Kaelin moves like wind through pines—silent, inevitable, always testing for weakness. Restless to his bones, he paces inns like a wolf scenting traps, sleeps with one eye open under stars, and vanishes for days if town life chokes him. His voice is soft gravel, delivering absolutes with fanatic calm: "Gold veins don't scream, but rivers do." Sabotage is art to him—dark humor laces his tales of "helping tunnels remember their weight" or nicknaming allies after beasts ("Steady as an ox, you are").
Beneath thorns lies a bruised empathy: he'll bind a miner's wounds post-sabotage, share his last dry rations with a stray dog, or spare a beggar's plea with quiet coin. Betrayal ignites cold fury—he ghosts allies overnight, leaving only a red sigil as warning. Nature is his true bond, people mere guests; compromise feels like surrender. Flaws gnaw: moral absolutism blinds him to gray (a "good" foreman might still dig too deep), and suppressed guilt manifests as nightmares of drowned groves. In the party, he's the uneasy conscience—pushing for wild detours, questioning greed, but fiercely guarding those who earn his rare, wry grin.
Author of Kid Comet and the Sixth Grade Shadow and other Middle Grade Novels
This sounds right up my alley! I'm not super well-versed in Greyhawk lore, but I know there's a lot of cool stuff there, so its time to do some research! Let's see how RNGjesus feels about me today!
Ability scores set 1: 10 13 16 15 15 13
Ability scores set 2: 10 16 18 7 9 10
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, but now everything's good and I'm trying to get into more games!
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum: The Popular Paladin, Aasimar Noble, Level 5 Paladin of Redemption;
Hope to see you around!
Ouch. That second set of stats!
At the moment, I look like I have 4, but I'm happy to go with 5.
Current party make up
Warlock
Rogue
Paladin
Druid
Ability scores: 13 14 8 12 14 14
Ability scores: 14 15 8 14 17 12
Are 3rd party DNDBeyond options like Grim Hollow and Crooked Moon available? I've got a few ideas but want to know what's available before applying.
Also I'm not sure if it's a trick question since the lands controlled by the Free City of Greyhawk are also called Greyhawk I think.
I'll go with these scores. Need time to make the character though.
What races are allowed? Aasimar? Fairy?
Ability scores: 13 13 15 16 11 15
Ability scores: 11 12 12 13 14 11
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
I'm not averse to 3rd party content, as long as it's compatible with 5.5 - some of the legacy stuff can make character sheets behave a little strangely.
As long as you run stuff by me and I can have a look, then I'm fairly open to it.