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Let's Play: Hoard of the Dragon Queen (A D&D 5e Adventure) SIGNUP


Zergrinch

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Since we've been pretty quiet on the ongoing Old Port game run by Kyle Aarons, I'm thinking there is enough room for more than one game in these forums. Because I have zero creativity, I'm volunteering to run "Hoard of the Dragon Queen", a commercial adventure which takes you from level 1 to level 7 or thereabouts.

Thus, I am starting this thread to gauge if there is enough interest in playing yet another D&D game here.  Fair warning: the adventure has a strong tendency to railroad you, meaning it may seem more of a choose-your-own adventure game than an open sandbox where you can do anything or go anywhere you want.  I will not be modifying it because I don't have any experience :)

If you are interested, go ahead and knock up a character using this generator, and post the results into this semi-automatic form for posting in this thread.  Please include a picture of your character and background details.  The story begins when your character arrives at the city of Greenest, so your background must at least take your character there in a caravan with everyone else.
 
The only important restrictions are:

  • Unless you have a compelling backstory, you can't play a Drow (sunlight-sensitive dark elf)
  • You cannot play evil characters.  Exception: lawful evil characters, provided the background is good enough
  • You cannot worship Tiamat.  Because she's the villain of the adventure path.

GAME SUMMARY

  • Game System: Dungeons & Dragons, Fifth Edition
  • Game Setting: Hoard of the Dragon Queen (Forgotten Realms)
  • No. of Players: Between 4 to 5
  • Gaming Medium: Play-by-Post in Castle Roland
  • Starting Level: Players will start at level 1 with no experience
  • Starting Funds and Equipment: Gold from your background, with starting equipment from your character class and background. If we can find a way for players to roll their own dice, I can also allow rolled character wealth plus background wealth, and you can choose your own equipment.
  • Permitted Classes: Anything from Player's Handbook and Elemental Evil Player's Companion.
  • Permitted Races: Anything from Player's Handbook and Elemental Evil Player's Companion, although you are going to need one heck of a backstory for a Drow to be allowed.
  • Initial Ability Scores: 31 point buy. If we can find a way for players to roll their own dice, I can also allow for rolling 4d6b3 (roll 4x 6-sided dice and add the best 3 results).
  • Hit Points: Maximum for first 3 levels, average thereafter. If we can find a way for players to roll their own dice, I can also allow for rolling your health on level up.
  • Permitted Alignments: Need to work well with the party, so evil characters are not allowed. I might allow for Lawful Evil, if you have a compelling backstory.
  • Customization Options: You may multi-class and take feats. Custom backgrounds are subject to approval.
  • Dice Rolls: Will be done by me. But ideally I would like to find a way for everyone to roll their own dice.
  • House Rules: I will not track encumbrance (within reason!), ammunition, or spell components without an explicit cost.
  • Character Backgrounds: The more, the merrier. You will need to provide me with your character's motivation for escorting a caravan to the town of Greenest, where the story begins.
  • Type of Game: As written, Hoard of the Dragon Queen is a mixture of hack and slash and roleplaying. Mind you, the opening encounters can be fatal to low-level characters.


 
CHARACTERS

  • Arjan the Clanless (Dragonborn Sorcerer) played by Rilbur
  • Erwin (Human Fighter) played by Rilbur
  • Garanth (Wood Elf Fighter) played by Jelkor
  • Morganor (Hill Dwarf Cleric) played by Jelkor
  • Perrin (Half-Elf Bard) played by Rilbur

CLASS CHOICES (most subclasses are unlocked at level 3)

  • Barbarian: You are a walking tank. Your role is to get in the enemy's face and smash him into a pulp.  Two paths are available to the Barbarian, the Berserker (you let your anger get the better of you), and the Totem Warrior (you gain some mystical animal powers).
  • Bard: You are a versatile spellcaster who functions primarily as magic support.  Your primary role is to strengthen your party members, and weaken your enemies.  There are two sub-classes available: College of Lore (focusing on support) and College of Valor (enabling you to attack quite competently with weapons).
  • Cleric: You are a devout spellcaster who derives magic power from the gods.  Your primary role is to serve as the party healer, and, because you are heavily armored, the backup tank.  There are seven sub-classes denoting your specialty of choice: Knowledge (non-combat skills), Life (healing), Light (fire-based offensive magic), Nature (druid-type magic), Tempest (weather-based offensive magic), Trickery (illusions), and War (weapons).  Additionally, I will allow the Death domain (undead and killing magic), but since this is usually an evil class, you'll have to play this character very carefully!
  • Druid: You are a spellcaster whose ability is derived from your link with nature.  A druid is quite versatile depending on the sub-class chosen.  There are two sub-classes: Circle of the Land (you specialize as a support spellcaster and use your shapeshifting for reconnaisance) and Circle of the Moon (you use your shapeshifting for offense and tanking)
  • Fighter: You are a highly-trained weapons expert.  Your role is to hit enemies with weapons.  Three sub-classes are available: a gladiator-type Champion, a warlord-type Battle Master, and a combat-caster Eldritch Knight.
  • Monk: Your fists are deadly weapons.  With your unarmed fighting skills, you are a combat specialist who quickly cuts down your enemies.  Three sub-classes are available: a martial arts expert (Way of the Open Hand), an elemental "bender" who manipulates the elements with his ki (Way of the Four Elements), and a master of stealth and subterfuge (Way of Shadow).
  • Paladin: You are a walking tank whose primarily role is to protect the rest of the party.  You have the ability to heal, although not as effectively as a Life Cleric.  There are three sub-classes available: Oath of Devotion (focusing on defense), Oath of the Ancients (nature-type magic), and Oath of Vengeance (focusing on offense).  I will also allow the Oathbreaker (focusing on dominating and hurting others), but mind you this is an evil class and must be played with care.
  • Ranger: You are a ranged weapon combatant who can cast a few spells (which increases your combat efficiency) from the side.  You stick to one enemy, and attack it until it is subdued. Two sub-classes are: Hunter (specializing in mowing down large hordes) and Beast Master (you get to control an animal companion).
  • Rogue: Your skill with weapons make you a deadly focus-fire combatant.  Just like a monk, you are a combat specialist who cuts down your enemies with sneak attack.  Three sub-classes are available: the stereotypical Thief, a deadly Assassin, and the mischievous Arcane Trickster who tricks foes with illusions.
  • Sorcerer: You are an innate spellcaster whose power is derived from within, which determines your sub-class.  Your power may be derived from your Dragon Ancestor, or you are simply a focus of Wild Magic.  You specialize in blasting enemies with magic.
  • Warlock: Your ability to cast spells comes from your patron, who can be an Archfey, a Fiend, or of Lovecraftian origin.  You focus on offensive magic, using various invocations to improve the efficacy of your cantrip Eldritch Blast.  Three sub-classes are available: Pact of the Chain (you gain a familiar), Pact of the Blade (you form your magic into a physical weapon) and Pact of the Tome (you have more spells)
  • Wizard: Your knowledge and study of magic allows you to be the most versatile spellcaster of all.  Your role is to cower in the back, and occasionally dismantle your enemies with well-placed spells.  There are eight sub-classes, one per school of magic: Abjuration (protective magic), Conjuration (summoning things), Divination (finding things out), Enchantment (messing with people's heads), Evocation (blowing things up), Illusion (messing with people's senses), Necromancy (messing with the dead), and Transmutation (messing with matter manipulation).  Although the Artificer sub-class (potions expert) is available in Unearthed Arcana, I won't be allowing it at this point, since those are still alpha-test rules.

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Adventure Synopsis
 
The Sword Coast is under siege!
 
In an audacious bid for power, the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seeks to free the evil dragon goddess Tiamat from her prison in the Nine Hells to bring her to the Forgotten Realms.
 
The cult's forces are sweeping from town to town, laying waste to all who oppose them and gathering a hoard of riches for their dread queen.
 
The threat is so dire, factions as disparate as the Harpers and the Zhentarim are banding together to battle the cult.  Never before has the need for heroes been as desparate.
 
-----
 
Your adventure begins as you travel to the town of Greenest.  Founded by the halfling Dharva Scatterheart, Greenest grew into a thriving community.  This was not surprising, since the town is strategically located besides the Uldoon Trail, a trade route that connects the eastern cities of the Dragon Coast with the great cities of Amn, Tethyr, and far Calimshan to the South.
 
As part of your background, please provide a reason why all of your characters are traveling to Greenest.  You could be accompanying a caravan as mercenaries or hired swords.  You might be merchants yourselves, or perhaps Greenest is your hometown and you are returning from a journey.
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The character generator spits out a bunch of stuff that isn't needed, and wouldn't let me buy the equipment I wanted, so I went and rolled most of this by hand instead.

 

Character: Erwin, Human, Lawful Good Sage, Fighter 1

Str: 16, Dex 10, Con 14, Int 16, Wisdom 10, Charisma 10

Saving THrows:  Str & Con, AC: 19, Speed 30

Skills:  Arcana, History, Intimidation, Performance, Persuasion

Languages:  Abyssal, Common, Draconic, Goblin

Equipment Proficiency:  All armors, shields, simple & martial weapons

Equipment:  Chain Mail, Shield, Longsword, Longbow, Arrow Quiver (20 arrows) x 2, backpack, rations (10 days), 10x oil, Lantern (bullseye), Lantern (hooded)

Gold:  35

 

Features:

Background Feature:  Researcher -- When attempting to learn or recall a piece of lore, even if Erwin doesn't already know it he can usually figure out how to obtain it.

Second Wind:  Once per short rest, can regain 1D10 + fighter level hit points as a bonus action.

 

Character Details:

Personality Traits:  Studious, Cautious

Ideals:  When possible, understand a situation before acting

Bonds:  In return for training in magic, Erwin agreed to a term of service that is not yet complete.

Flaws:  Obsessed with knowledge, especially magical

 

Age: 20, Height: 6', Weight: 150lb, Eyes: Blue, Skin: Pale, Hair:  Black, straight, cropped close

 

Backstory:

 

Erwin's father was a mercenary who'd 'bought the farm', or rather an inn, and retired.  Trained to follow after his father's footsteps, Erwin's real dream was to train under the town wizard.  The delicate interplay of knowledge, skill, and power fascinated him, but his father never understood.
 
After his first mission as a mercenary, he was approached by a mage with a straightforward proposition.  Spend three years serving the mage, and Erwin would be trained in the basics of the magical arts in return.
 
Two and a half years into his term of service, Erwin has realized that this master has no intention of following through, at least not in any way Erwin would care for.  His master has hid it well, but the man's magic is as black as his soul.  Thankfully, the man has a habit of vanishing for a month or two at a time, and has always allowed Erwin to seek gainful employment elsewhere to earn the funds to live on.  This time, Erwin has gladly accepted a job as a caravan guard, on a trip which will keep him well away when his master returns.

 
Please note the character background gets Erwin to Greenest, it does not get him to stay there.  He's going to have a goal of getting back home to serve the remaining six months... wait, five months... on his term of service.  (Four months by the time he gets home!  :D)  But a good excuse could keep him away from it.  (Or the DM could have his 'master' seek him out as a random encounter...  :D )
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Based on your final stats and trained skills, I'm assuming you are a variant human. As such, here are some observations:

  • From the Sage background, you are entitled to Arcana and History.
  • From the Fighter class, you are entitled to any two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
  • From the Variant Human race, you are entitled to one skill of your choice.
  • Your list of skills are: Arcana (sage), History (sage), Intimidation (fighter), and Performance and Persuasion. One of these, you can apply for variant human, the other, however, isn't actually a skill your fighter can train in. Perhaps you would like to take Athletics instead, in lieu of, say, Performance?
Also, you don't actually get to customize your inventory, sorry. Unless we find a way to roll the dice (for you it is 5d4 x 10 + 10 GP), but then again it's kind of a crapshoot - if you roll too low, you can't afford chain mail (75 gp). Strictly speaking, a fighter starts with:
  • (a1) chain mail or (a2) leather, longbow, and 20 arrows
  • (b1) a martial weapon and a shield or (b2) two martial weapons
  • (c1) a light crossbow and 20 bolts or (c2) two handaxes
  • (d1) a dungeoneer’s pack or (d2) an explorer’s pack
Based on your inventory loadout, you can keep the chain mail (a1), shield and longsword (b1), and the backpack and ten day rations. But you'll have to substitute the longbow with either a light crossbow or two handaxes, and you can't actually buy the lanterns or oil. So, choose between dungeoneer and explorer's pack.

Note that from the sage background, you get a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 GP. So you'll basically be starting with all these, plus 10GP.

Finally, you are entitled to one Feat of your choice. Select any one you like from the Customization > Feats section of the Basic Rules or PHB.

Here's your character sheet, still in progress. Feel free to update as you see fit.

Sorry for the relative inflexibility. I'm still learning myself, and would like to keep this as close to rules as written as possible :)

Don't worry about the master. Remember who the antagonists of this tale are... :smiley-music025:

Though, if you would like to provide further details of your master (appearance, name, etc.) go ahead and do so. The more details, the more I guarantee he won't be simply a random encounter :ph34r:

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Bah.  In case your curious, it's your auto-generator that did the skills for me :P  Should have done it all by hand.  Perception, not performance.  And yes, variant human.  Looking at the sheet, I forgot to grab the shield master feat.  I am so going to abuse the hell out of that one.  (Bonus action: use shield master to shove opponent, attempting to knock him prone in an opposed strength check.  Then regular action, attack with advantage once he's prone...)

 

As for the gold... I was just using adventure league, season 1 rules, that let you take the maximum value for the gold.  Forgot that wasn't in the manual.  Chain Mail, Shield, Long Sword, Light Crossbow, and explorer's pack it is.  I'm still a decent tank, and the extra ranged punch from the longbow was going to have crappy aim anyway.

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Not if you pick the Archery style.

Speaking of which, you do need to pick a style to use ;)

Choices are Archery, Defense, Dueling, Great Weapon Fighting, Protection, and Two-Weapon Fighting.

As for Shield Master, note the bonus action to shove (either prone or 5 feet away) triggers from taking the attack option, and furthermore it is your athletics (which you aren't trained in) against their athletics OR acrobatics, whichever is higher. Honestly, until you get a second attack at level 5, prone is only a minor setback that takes half the speed to rectify. So it's not as overpowered as you might think :)

Sentinel + Polearm Master are far, far more abusive...

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At a recent con where I played 5E.  At 1st or 2nd lvl there was a guy using Shield mastery.  If done right, you knock them down where others are nearby to hit them, thus the others get ADV vs the prone enemy  while he is down.  This was a great help to the party.  If necessary he would knock them down again and the others would pounce.  Took out many enemies with this.

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Didn't I specify Defense (+1 AC when wearing armor), dangit?  Doesn't matter anyway, I'm going Eldricht Knight / Wizard -- I only need to worry about ranged attacks until I gain access to spells.  I'm thinking I'll rush Eldricht Knight to level 4, then start pouring in the wizardry levels.  Probably wind up taking EK to 6 for the extra feat / stats, but that'll probably be it.

 

As for the shove...  you might be right about that.  Looking at the wording, I think the way the DMs at my table ruled it is that if you've committed to taking the attack action,you can use the shove action first.  But that is a bit OP, so...  meh.  I'll have to think on this a bit.  I wish I could take the war caster feat right away, but that would have required me to start with Wizard, which doesn't match backstory and has some nasty disadvantages of it's own (don't get all weapon & armor proficiency from second class).  I might just take the Heavy Armor Master feat instead, just to really pile on the tankiness.

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Hrm... in case it isn't already obvious, I'm wanting to do a battle-mage type character.  Sits on the front lines and pounds the hell out of the enemy with lots of nasty spells, many of the worst of which require touch range.  (Which I can do 'safely', thanks to heavy armor + defensive fighting style + shield).  I won't have the raw HP of a fighter, but cantrips like shocking grasp or 'healing' spells like Vampiric Touch can make for a very un-fun day for the enemy.  And they've made the Shield spell incredibly useful, since I can cast it as a reaction rather than something I have to predict when I need.  (Doing the math, a 'natural' armor class of 21 is possible with shield, plate male, and defender... add in the shield spell and I'm at 25.  You'd need a +6 proficiency bonus to hit with a roll of 19, meaning that until the end game, only a natural crit can hit if I don't want it to).

 

I can just imagine the havoc a war caster (advantage on concentration checks) could wreck with an 8th level vampiric touch spell.  Still... the mechanics aren't quite right, yet.  Need to improve my selection somehow.

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As for the shove...  you might be right about that.  Looking at the wording, I think the way the DMs at my table ruled it is that if you've committed to taking the attack action,you can use the shove action first.  But that is a bit OP, so...  meh.  I'll have to think on this a bit.

I did some research, and it looks like rules as intended, you CAN shove before you attack.

https://twitter.com/JeremyECrawford/status/557816721810403329

 

So yes, that gets you advantage on melee attack that very turn.  But your ranged buddies will hate you.

 

Didn't I specify Defense (+1 AC when wearing armor), dangit?  Doesn't matter anyway, I'm going Eldricht Knight / Wizard -- I only need to worry about ranged attacks until I gain access to spells.  I'm thinking I'll rush Eldricht Knight to level 4, then start pouring in the wizardry levels.  Probably wind up taking EK to 6 for the extra feat / stats, but that'll probably be it.

I didn't bother to calculate where you got that AC, but yeah, you didn't mention it :)

Hrm... in case it isn't already obvious, I'm wanting to do a battle-mage type character.  Sits on the front lines and pounds the hell out of the enemy with lots of nasty spells, many of the worst of which require touch range.  (Which I can do 'safely', thanks to heavy armor + defensive fighting style + shield).  I won't have the raw HP of a fighter, but cantrips like shocking grasp or 'healing' spells like Vampiric Touch can make for a very un-fun day for the enemy.  And they've made the Shield spell incredibly useful, since I can cast it as a reaction rather than something I have to predict when I need.  (Doing the math, a 'natural' armor class of 21 is possible with shield, plate male, and defender... add in the shield spell and I'm at 25.  You'd need a +6 proficiency bonus to hit with a roll of 19, meaning that until the end game, only a natural crit can hit if I don't want it to).

 

I can just imagine the havoc a war caster (advantage on concentration checks) could wreck with an 8th level vampiric touch spell.  Still... the mechanics aren't quite right, yet.  Need to improve my selection somehow.

With Intelligence that high, I knew you were going for Eldritch Knight, but I didn't know your wizardly ambitions. And yup, you can pump AC that high, but you'll need 1,500 gold to afford the armor first.  And shield is limited by your available spell slots  :D

Bear in mind that the shenanigans you envision for Vampiric Touch is only open to Wizard 15. Since you are getting Eldritch Knight, that Ability Score improvement, and probably the extra attack too, Erwin is only getting his 8th level spells at Level 19 (EK counts as 1/3 caster rounded down). This particular adventure path only goes up to 7, and the sequel, The Rise of Tiamat, wlll only bring you up to 15-16... :)


 

Any other players?  Need 3-4 more :)

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Bear in mind that the shenanigans you envision for Vampiric Touch is only open to Wizard 15. Since you are getting Eldritch Knight, that Ability Score improvement, and probably the extra attack too, Erwin is only getting his 8th level spells at Level 19 (EK counts as 1/3 caster rounded down). This particular adventure path only goes up to 7, and the sequel, The Rise of Tiamat, wlll only bring you up to 15-16... :) :)

A) Eldricht Knight is 1/3 caster rounded up (look at his spell table progression).

 

B) I may not get the level 8 vampiric touch (meh), but it's only a level three spell.  Even subtracting the Eldricht Knight levels, Wizard 7 gets there -- so it's entirely plausible I'll see that spell before the end of the adventure.  I'm thinking 4 levels of EK, then focus up on wizard a bit, then I might eventually swing back for 2 more levels of EK just to get the extra feat / stat bonus.

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Oh, I thought Vampiric Touch was a Level 8 spell which you get at Level 15. How silly of me :P

Note that EK levels only count for multiclass spell slots, not spells known. That's one of the biggest drawbacks of multiclassing. Sounds awkward, having spell slots but not the spells, but that does seem to be the intent.

I quote from PHB pg. 164:

Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.

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Zerg, I'm aware of the points you're raising.  There are definite flaws available in what I'm proposing.  In fact, depending on party composition I may want to revisit some of the decisions -- if there are a lot of ranged guys in it, for example, Shield Master will become progressively less useful.  I may decide to change race, or move away from high STR to a higher CON.

 

The basic character conceit is out there.  I'll update the details as I find out what other players want to do.  What I won't do is change over to be a cleric if no one takes that role.  :D

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Don't worry about it. I plan to use the Healing Surge variant rule in case nobody wishes to play a healing class such as a Paladin, Cleric, Bard, or Druid. This is to allow everyone to play the character they want to play, instead of being forced to be the party healer.

Under this variant, each character can take an action to use a healing surge to regain hit points. You regain health equal to your hit dice roll plus your con mod. You can use as many hit dice as you want.

Healing Surges recharge per rest. Spent hit dice regenerate by 1/4 of maximum dice rounded down (minimum of 1) per short rest (1 hour), and completely recharge per long rest (8 hours). You have as much hit dice as you have total levels.

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If that's the case, then I guess one of you may have to sacrifice and grab the Healer Feat. Or the Magic Initiate feat and choose a healing spell for your level 1 spell so you can do in-combat resuscitation...

Or... Really stock up on the healing potions :)

Out of combat, a stabilized unconscious creature recovers 1hp automatically after 1-4 hours.

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Possibly better than you think, because I've just gotten another fighter.  This time though, I'm seeing either a Battle Master or a Champion.  Man, you guys here really love to play fighters, huh?   :D (I find myself tending to go full spellcaster, but I admit fighters have lasting power while casters can nuke but take a while to recharge - except maybe warlocks who aren't full casters to begin with...)

 

Anyhoo, here is Garanth's character sheet for you to keep and update, Jelkor.  

http://upload.jetsam.org/documents/Garanth.pdf

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Bump 'cause I need more players :)
 
Zerg's Guide to Applying, without Prior Knowledge of D&D:

  • What is the role you want to play with the party?  Choices are: {2} Kill enemies {3} Support 
  • Questions for Killing Enemies
    • With what means do you want to kill enemies?  {a} with my weapons {b} with magic
    • How many enemies do you want to kill? {a} one at a time {b} as many as I can
    • From what range do you want to kill enemies? {a} up close and personal {b} from afar
  • Questions for Supporting
    • How do you want to support your party?  {a} heal them {b} protect them {c} make life easier for them/make life harder for enemies
    • Do you want to support your party outside combat?  {a} yes {b} no
  • Do you want to be {a} reasonably optimized in what you do, or do you want to {b} play a specific race?
    • Reasonably optimized: I'll assign you your race after you finalize what you want to do for the group
    • Specific race: Choose from the following races:
      • Aarakocra (flying bird-men at level 1. Will make a pretty good monk or druid)
      • Aasimar (angelic half-breed, designed to be a great cleric or paladin)
      • Changeling (basically a shapeshifter; good CHA-based spellcaster like sorcerer, warlock, and bard)
      • Dragonborn (got this sweet breath attack, perfect for a paladin)
      • Dwarf (better health; good tanks, hill dwarf makes a great cleric, mountain dwarf is a good fighter or barbarian)
      • Elf (good at shooting arrows, your stereotypical ranger)
      • Genasi (tough humanoid elemental beings, of which there are 4 types: air, earth, fire, water; consider ranger)
      • Gnome (basically designed to be great wizards)
      • Goliath (big and strong, very good fighters or barbarians)
      • Halfling (melee weapon disadvantage and can't see in the dark, but very lucky.  Nice rogues)
      • Half-Elf (flexible skills, specialize in innate spellcasting such as sorcererswarlocks, and bards)
      • Half-Orc (really hard to kill, specializes in hitting things as a fighter or barbarian)
      • Human (better skills, but can't see in the dark, can excel at anything)
      • Shifter (the D&D werewolf, consider fighter or ranger)
      • Tiefling (demonic half-breed, designed to be a great warlock)
      • Warforged (you are a tanky robot, stats are good for fighter or barbarian)

To flesh out your background, here are a couple of maps for you to look at.

The world the campaign is set in is called Faerun ("The Forgotten Realms").  This is the most updated world map I can find (circa 3.5e), edited with my best approximation of where Greenest is:

Faerun-Map-2.jpg


 
The adventure itself is limited to the Sword Coast, starting from the town of Greenest.  Here is the canonical area map:

Sword%20Coast%202.jpg

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