I'm liking the character ideas guys, deals with archfeys, lore wizards, mystics, bards, orc pc's...from a DM perspective, there's a lot to work with. Without spoiling The Forge of Fury, I will say its pretty old-school in its sensibilities, in that you are going to have to play it pretty smart and use clever tactics if you don't want it descending into a bloodbath (or maybe you do, that's your call :)) I like to work the characters backstory's into the main narrative of the game, personalize the adventures when possible, so the more you give me in this regard the better the story will be. One of the problems I have with the older edition dungeon crawls is they just throw you in, in a very meta kinda way, just hand-wave 'Oh they're adventurers, that's why they are exploring this dungeon" without much of an effort to explain the hows or whys but your class/race choices throw up some intriguing ways to tie in to this particular crawl. It comes out on Friday so I'm interested to see how much Wizards have changed from 3e to 5e because it needs a bit of work. I'll give you more details when you start locking things in. Gaylord: Yep, you can go the Monstrous Adventurer route from Volo's. Just bear in mind the difficulties that kind of character will face. This area of the FR has a long and bloody history of orc raiders/hordes destroying towns and cities so there is a very real risk of being lynched or driven away by the 'common folk', facing serious prejudice and racism, that kind of thing. Which could be fun to explore I guess but as I want forming up the party to be a collaboration, I want to make sure this is something the rest of the group is willing to accept.