Thursday, September 22, 2016

Chained Worlds: Deep Carbon Observatory


In almost two years DMing for the same group, I've used two pre-written modules. The first time, it was a short-notice replacement session, so I ran an "official" module, Death House, because it was free and on hand. This time, I ran Patrick Stuart & Scrap Princess’s Deep Carbon Observatory. I ran it because it's weird and scary and flexible. Here are some changes I made, some things that happened, and some thoughts I had.

SOME CONTEXT
- I run two groups that are all members of the same organization. They each meet every other week, but every two months, everyone’s invited to an all-team session.

- It’s very much a “drop-in” environment. Each group has five or six people, and as long as at least three of them show up for any given session, we play. Most sessions last about three hours, and I try to get a lot wrapped up by the end so that people who missed the session don't have to start in the middle of things the next time they show up.

- Half of my players have never played D&D before we started this campaign in May 2016. The other half played in a 1.5-year campaign I ran. Only one has played D&D as, like, a lifestyle.

- Both of my groups are from Carrowmere, the city in Deep Carbon Observatory (which is actually called Carrowmore in the book, but I misread it). One group has already visited the top of the dam that plays a key role in DCO; there, they met a potential ally who's opposed to the organization they work for.

- They’ve done some work for the observatory church of the Optic God and its Eyeball Pope, so they’ve heard rumors of another, more ancient telescope…that looked down instead of up.

- The players often talk their way through encounters. Failing that, they fight. They haven’t had much experience with a classical dungeon environment where things are arbitrarily deadly.

This last point had some very real consequences.

So I wanted to run Deep Carbon Observatory as one of the all-day, all-team sessions. I knew I’d have to make some changes—there’s enough content in DCO for months of weekly play. So if you’re familiar with DCO, know that I’ve eliminated…

- most of the flowchart of Carrowmere encounters
- a few sites on the way to the pit
- a handful of chambers in the dungeon
- and most sadly, the Crows

The first three items were removed to save time. The last one was removed because I wasn’t confident that I could DM them properly—I wasn’t sure that I could keep track of their strategies and do credit to their personalities.



HOW IT WENT DOWN
Even with a third to half of the content removed, DCO still took three sessions to get through. And, as we’ll see, the players didn’t even make it through the full dungeon. Here’s a breakdown of the highs and lows:

Player Successes
The ranger used her magic (and roleplaying) to make a deal with a trapped giant eel. I was constantly ready to have the eel turn on them, but they were consistently careful and gracious, so they had an eel buddy for a day.

The warlock saved a bunch of orphans…and promptly took them to live and work in his creepy temple.

Due to some excellent tactics and the paladin’s sacrifice (see below), they found the treasure room without much conflict.

The warlock chopped the cursed thorium tongue in half, avoiding its danger! Until he didn’t. But when his tongue was replaced, he changed his character voice and soldiered on.

After leaving the dungeon, the players had a lengthy in-character conversation about their biggest fears and failures.

DM Successes
The floating brains in the canopic jars were suitably weird and cool. The players loved the regret-or-paralysis mechanic.

The giant was scary and gross. It reached through tiny tunnels to slam people against walls and then ran off when it took damage. There ended up being three discrete battles. In the second one, the giant braced himself between the dungeon’s stalactites, reaching into the salt dryad chambers (previously befriended by the players), and tossed the chemical women at the players besieged on the bridge below. In the last encounter, it almost threw the warlock out into the abyss. In its death, it blocked their way home, so they had to chop it up to proceed.

The thorium tongue! I kept it creepy, so the players chopped it in half. Trap avoided? Nope, the dragonborn warlock decided to eat it once it seemed "dead." I asked if his tongue was forked. He said yes, so the cloven thorium tongue had to replace it (of course). He rolled a 1 on his save and ripped out his god-given tongue. Now I get to interrupt his spells and attempts at diplomacy with Exorcist-style swearing and cursing.

Player Failures (or rather, things that went bad for them)
The paladin died, eaten by a snake door. See below for how I wish I’d have handled it.

The dragonborn warlock ate a cursed tongue.

DM Failures
I didn’t play the witch as well as I could have. She did manage to charm the paladin and KO the wizard, but she was promptly killed by a powerful 5E magic missile. I should have upped her HP.

The paladin died. He put his hand in a snake door, which hurt but didn’t kill him. He told everyone to let him be eaten by the door, and the party obeyed his wishes. Could I have made this more ominous? Should I have allowed him a save despite his desire to be eaten?

The players decided to leave the dungeon without finding the actual observatory. I think they were bored or tired of the environment. I could have used their time on the bridge to better entice them toward the bottom of the main stalactite where the telescope is kept.

Luckily, they relayed their findings to their ally on the dam, so he can go down there and tempt them back with descriptions of his discoveries and his new views on drow psychology…
Scrap Princess artwork from Deep Carbon Observatory
DCO is an excellent module, so thank you to the authors. Even if someone didn't want to run it, its perfectly lootable for encounters, items, history, and more. Buy it here.

The players in my group might never use the Observatory to look down through the chain of worlds, but they'll forever be from Carrowmere, and the Optic God is still watching them.

Monday, June 27, 2016

Chained Worlds: Character Portraits

I'm slow to blog lately since I've started running the new two-group campaign. One of the players in one of the groups, though, is a professional illustrator/cartoonist, and he's been kind enough to draw portraits of his group. See more of his art at his portfolio site.


Amaretta Wolfram, high elf entertainer/warlock



Griswold Dazzler, halfling sailor/druid



Null, tiefling hermit/ranger


Pilar Ambergeist, half-elf urchin/wild magic sorcerer

Missing from picture: Carlton Beerjug, high elf charlatan/rogue

Tuesday, May 24, 2016

Chained World: Mapmaking & Character Creation

Like I detailed in my background post, I wanted to loot the best bits of Beyond the Wall's character creation for my new 5E campaign. With two character creation sessions done, I think it was a success. Here's the map we made—ink basis by me, pencil additions by two groups of five players each:
("Carrowmere," as a name, stolen from Patrick Stuart's Deep Carbon Observatory.)

I originally intended on turning the classes document into a post, but I deleted my original documents, and converting a PDF into a blog post is horrible so instead, here are the PDFs to download:
(And as noted, I accidentally deleted my original files, so please excuse any typos.)

Each document has charts that link starting stats and proficiencies to map locations, trinkets, or NPCs that the players get to create. In my opinion, it really increases how invested they are in the setting. As an example, here's the Sorcerer class:

Sorcerer
1d6
What is the origin of the magical blood in your veins?
Gain
1
A reptilian god blessed your ancestors at the beginning of time.
+2 Cha, +1 Con, Draconic Bloodline
2
You have an internal organ that acts as a hole into an unknown universe.
+2 Con, +1 Wis, Wild Magic
3
You are the spawn of a dragon and a mortal.
+2 Str, +1 Cha, Draconic Bloodline
4
A fae princeling cursed you with uncontrollable power.
+2 Int, +1 Con, Wild Magic
5
You were something greater until forced into a lesser form.
+2 Str, +1 Dex, Draconic Bloodline
6
You are wild magic disguised in a fleshy body, but you’ve forgotten how to change back.
+2 Dex, +1 Cha, Wild Magic


1d6
How did your magic first manifest?
Gain
1
It drove out from inside you, coating you in scales.
+2 Con, Skill: Athletics
2
You woke up in the night to find yourself floating 20 feet in the air.
+2 Dex, Skill: Acrobatics
3
Your tongue grew and forked for a day, and you spoke in an unknown language.
+2 Int Skill: Arcana
4
Cats and crows called you names in the streets.
+2 Wis, Skill: Animal Handling
5
For a single drunken night, people did anything you asked.
+2 Cha, Skill: Performance
6
You were lost in the wilderness for weeks, but you never got thirsty.
+2 Con, Skill: Survival

1d6
Once you understood your magic, how did you use it to get by? The player to your right helped.
Gain
1
You reinforce your body so that you can work harder for others. Your friend was relieved by your work and gains +1 Con.
+2 Con
2
You amaze and astound with public performances. Your friend has helped you collect money from the audience and gains +1 Cha.
+2 Cha
3
You are a font of endless energy that was harvested for a strange device. Your friend helped connect you to the device and gains +1 Int.
+2 Int
4
You distract marks for a thieves’ guild. Your friend was a fence or contact for the guild and gains +1 Dex.
+2 Dex
5
You were a living, glowing standard for the army or
guards to rally to. Your friend was in the same battalion and gains +1 Cha.
+2 Cha
6
You snuck into a wizard conference to steal their secrets. Your friend helped you disseminate the forbidden knowledge and gains +1 Int.
+2 Int

1d6
Magic speaks to the world, and the world speaks back. How has it spoken to you?
Gain
1
Coins rained and thundered from a small cloud above your bed while you dreamed of wealth.
+2 Wis, 6d6 gold
2
A dragon came to you in the guise of a human and gifted you one of their scales.
+2 Cha,
a dragon scale token
3
A seed you planted grew into a staff topped by a crystal roiling with a tiny storm.
+2 Wis,
a crazy staff
4
Your stomach is a colony of tiny fungi that whisper to you and keep you healthy.
+2 Con,
a belly full of secrets
5
A mugger stopped you, but their weapon was made edible and you chewed it to pieces.
+2 Str,
an edible knife hilt
6
You have one item of clothing that changes fashion and color each morning.
+2 Cha,
said clothing item


Proficiencies (+2 to rolls involving these)
  • Choose one from Arcana and Religion
  • Daggers, darts, slings, quarterstaffs, light crossbows
  • Constitution & Charisma saves

Tuesday, April 19, 2016

Chained Worlds: Beyond the Backgrounds

I'm starting a new campaign in May. It's an intimidating thing: two groups on alternating works operating in the same universe. For all I know, they'll never interact, but I still want to build that into my possibilities.

I also wanted to do some heavier house-ruling this time around. Our last campaign was almost pure 5E, and it went great, but it wasn't a perfect fit with my brain.

One thing I want to address is background. I'm a big proponent of minimal backstory; I want players to look forward to what they can make together instead of what they've done alone in the past.

But I don't want to throw backgrounds out the window. I decided to import some tables and mechanics from Beyond the Wall in order to add a bit of detail to characters' histories (and eventually link them together, but that's saved for the Classes section, coming soon).

I'm also thinking about removing Persuasion, Deception, Intimidation, Insight, and maybe Perception from the game. I'd instead rely on roleplaying, players' stated intention, and so on.

So here we go:

Backgrounds
Choose a background. Each one grants starting attributes. For the tables that follow, roll on two of them and choose from one of them. These will grant you additional attributes along with details from your youth.

Alternately, you can choose from two of them and roll on one. However, this will incur a curse. Your character is aware that the fates are against him (as are seers, witches, and similar), but the details are initially unknown to all but the DM.

After getting the results from the first table, add a related location to the map of the town. After getting results from the third table, add a related NPC to the map of the town


Acolyte
Something miraculous happened when you came of age. After a dramatic event, you felt the call of the gods and now worship them as your ancestors did. One of these ancient deities shows you particular favor, and you now do its work amongst your people.

You are wise beyond your years. Your Wisdom begins at 12, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
You are an orphan. Things were hard for you.
+2 Wis, +2 Con, +1 Int
2
Your lone parent was an outcast, rightfully or not.
+2 Int, +2 Wis, +1 Con
3
Your parents were fishermen and you grew up by the river.
+2 Dex, +2 Str, +1 Wis
4
You led the sheep out onto the mountain like your father before you.
+2 Con, +1 Dex,
+1 Wis, +1 Str
5
You worked the loom, cutting and twisting as the Fates.
+2 Dex, +2 Int, +1 Cha
6
A parent kept the old stories. Your head is filled with them.
+2 Int, +2 Cha, +1 Wis

1d4
How did you distinguish yourself as a child?
Gain
1
Your empathy made you a sought after confidant.
+2 Wis, +1 Con
2
You never met someone who didn’t like you.
+2 Cha, +1 Str
3
You solved everyone else’s problems, and never mentioned your own.
+1 Str, +1 Con,
+1 Cha
4
Everyone has something to teach, and you learned a little from them all.
+1 Dex, +1 Int, +1 Wis

1d4
Who befriended you?
Gain
1
You would sneak out at night and wander the woods with a peasant child.
+2 Con, +1 Int
2
The village elders taught you the ancient game of chess.
+2 Int, +1 Dex
3
You had a tryst with someone outside the chapel.
+2 Cha, +1 Con
4
An old widow needed help around the house.
+1 Str, +1 Int, +1 Cha


Skill Proficiencies: Religion, History
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks o f incense, vestments, a set of common clothes, and a belt pouch containing 15 gp


Charlatan
You’re not the eldest in your family. You’re not the greatest warrior or a diligent student. Rather, you have a broad range of abilities, a sharp mind, and a winning smile. You’ve also dabbled in some things you probably shouldn’t have. You know a bit of everything, and what you don’t know, you can convince people that you do.

You are intelligent and charming. Your Intelligence and Charisma begin at 10, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
Your father was an outcast, rightfully or not.
+2 Int, +2 Wis, +1 Con
2
Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+2 Cha, +1 Int, +1 Dex, +1 Wis
3
Your father was a local merchant. You learned to name your price and charm your customers.
+2 Cha, +2 Int, +1 Dex
4
Base betrayal. Your family is respected but not trusted.
+2 Wis, +2 Int, 1 Cha
5
Knowledge. Your family deals in secrets and lore.
+2 Int, +1 Con, +1 Wis, +1 Cha
6
Beauty. Your ladies are the fairest and your lords the most handsome.
+2 Cha, +1 Dex, +1 Con, +1 Str

1d4
How did you distinguish yourself as a child?
Gain
1
Children often fight, but you never lost.
+2 Str, +1 Wis
2
There wasn’t a game you couldn’t win.
+2 Dex, +1 Int
3
No secret escaped you.
+2 Int, +1 Dex
4
You solved everyone else’s problems, and never mentioned your own.
+1 Str, +1 Con, +1 Cha

1d4
Who befriended you?
Gain
1
The fishermen took a liking to you and you swapped stories with them.
+2 Dex, +1 Wis.
2
You were arranged to marry into the Miller’s family.
+2 Wis, +1 Str
3
You broke someone’s heart, or maybe they broke yours.
+2 Cha, +1 Con
4
The grizzled mercenary who settled in town taught you a thing or two.
+1 Dex, +1 Con, +1 Wis

Skill Proficiencies: Sleight of Hand, Medicine
Tool Proficiencies: Disguise kit, forgery kit
Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp



Criminal
The world is full of things to see and enjoy, and your fingers are more than quick enough to let you have what you like.

You are deft and quick. Your Dexterity begins at 12, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
You are an orphan. Things were hard for you.
+2 Wis, +2 Con, +1 Int
2
Your father was a watchman, stern but fair with child and stranger alike.
+2 Str, +2 Cha, +1 Con
3
Your father was a local merchant. You learned to name your price and charm your customers.
+2 Cha, +2 Int, +1 Dex
4
Base betrayal. Your family is respected but not trusted.
+2 Wis, +2 Int, 1 Cha
5
Wealth. Your family’s coffers are the fullest in all the land.
+2 Int, +1 Con, +1 Cha, +1 Wis
6
Having one of the oldest names in the land and staying out of affairs that don’t concern them.
+1 Str, +1 Dex, +1 Int, +1 Wis, +1 Cha

1d4
How did you distinguish yourself as a child?
Gain
1
Children often fight, but you never lost.
+2 Str, +1 Wis
2
There wasn’t a game you couldn’t win.
+2 Dex, +1 Int
3
You were the toughest kid around.
+2 Con, +1 Cha
4
No secret escaped you.
+2 Int, +1 Dex

1d4
Who befriended you?
Gain
1
The fishermen took a liking to you and you swapped stories with them.
+2 Dex, +1 Wis.
2
Your family’s seneschal taught you games of strategy and skill.
+2 Int, +1 Dex
3
You broke someone’s heart, or maybe they broke yours.
You had a tryst with someone beneath your station.
+2 Cha, +1 Con
4
The grizzled captain of the guard took a liking to you.
+1 Dex, +1 Con,
+1 Wis

Skill Proficiencies: Stealth, Athletics
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp
   

Entertainer
You grew up obsessed with ancient stories and songs, the oral history of your people. The stories told around the hearth and by traveling minstrels seemed more real to you than your own daily struggles. Now that you’ve come of age, you keep the stories.

You have great presence and charm. Your Charisma begins at 12, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+2 Cha, +1 Int, +1 Dex, +1 Wis
2
You worked the loom, cutting and twisting as the Fates.
+2 Dex, +2 Int, +1 Cha
3
Your father or mother kept the old stories. Your head is filled with them.
+2 Int, +2 Cha, +1 Wis
4
Your father was a local merchant. You learned to name your price and charm your customers.
+2 Cha, +2 Int, +1 Dex
5
Knowledge. Your family deals in secrets and lore.
+2 Int, +1 Con, +1 Wis, +1 Cha
6
Beauty. Your ladies are the fairest and your lords the most handsome.
+2 Cha, +1 Dex, +1 Con, +1 Str

1d4
How did you distinguish yourself as a child?
Gain
1
There wasn’t a game you couldn’t win.
+2 Dex, +1 Int
2
No secret escaped you.
+2 Int, +1 Dex
3
You never met someone who didn’t like you.
+2 Cha, +1 Str
4
Everyone has something to teach, and you learned a little from them all.
+1 Dex, +1 Int, +1 Wis

1d4
Who befriended you?
Gain
1
Laboring with the blacksmith took your mind off your troubles.
+2 Str, +1 Cha
2
The fishermen took a liking to you and you swapped stories with them.
+2 Dex, +1 Wis.
3
You broke someone’s heart, or maybe they broke yours.
+2 Cha, +1 Con
4
The old widow needed help around the house.
+1 Str, +1 Int, +1 Cha

Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, one type of musical instrument
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp



Folk Hero
While you are still young, you have made quite the name for yourself in the village. The common folk look to you to solve their problems and protect them from dangers.

You are sturdy and well-built. Your Strength and Constitution begin at 10, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
Your parents were fishermen and you grew up by the river.
+2 Dex, +2 Str, +1 Wis
2
Your family worked a small farm outside the village.
+2 Con, +2 Wis, +1 Cha
3
Your father was the local smith and taught you both hammer and bellows.
+2 Str, +2 Dex, +1 Cha
4
You led the sheep out onto the mountain like your father before you.
+2 Con, +1 Dex, +1 Wis, +1 Str
5
Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+2 Cha, +1 Int, +1 Dex, +1 Wis
6
Your father or mother kept the old stories. Your head is filled with them.
+2 Int, +2 Cha, +1 Wis

1d4
How did you distinguish yourself as a child?
Gain
1
Children often fight, but you never lost.
+2 Str, +1 Wis
2
You were the toughest kid around.
+2 Con, +1 Cha
3
You never met someone who didn’t like you.
+2 Cha, +1 Str
4
You solved everyone else’s problems, and never mentioned your own.
+1 Str, +1 Con, +1 Cha

1d4
Who befriended you?
Gain
1
Laboring with the blacksmith took your mind off your troubles.
+2 Str, +1 Cha
2
The fishermen took a liking to you and you swapped stories with them.
+2 Dex, +1 Wis.
3
You went camping with the hunters.
+2 Con, +1 Int
4
Despite being of noble blood, you actually did chores with the servants.
+1 Str, +1 Int, +1 Cha

Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles (land)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp



Guild Artisan
At a young age, you were apprenticed to a craftsperson at a guild. You worked hard, and it was often thankless, but you learned how to build, buy, and sell. Your apprenticeship guaranteed you a place in life, and it gave you a taste of what life could be.

You have a knack with animals. Your Intelligence and Charisma begin at 10, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
You are an orphan. Things were hard for you.
+2 Wis, +2 Con, +1 Int
2
Your family worked a small farm outside the village.
+2 Con, +2 Wis, +1 Cha
3
Your father was the local smith and taught you both hammer and bellows.
+2 Str, +2 Dex, +1 Cha
4
You led the sheep out onto the mountain like your father before you.
+2 Con, +1 Dex, +1 Wis, +1 Str
5
You worked the loom, cutting and twisting as the Fates.
+2 Dex, +2 Int, +1 Cha
6
Your father was a watchman, stern but fair with child and stranger alike.
+2 Str, +2 Cha, +1 Con

1d4
How did you distinguish yourself as a child?
Gain
1
There wasn’t a game you couldn’t win.
+2 Dex, +1 Int
2
You never met someone who didn’t like you.
+2 Cha, +1 Str
3
You solved everyone else’s problems, and never mentioned your own.
+1 Str, +1 Con, +1 Cha
4
Everyone has something to teach, and you learned a little from them all.
+1 Dex, +1 Int, +1 Wis

1d4
Who befriended you?
Gain
1
Laboring with the blacksmith took your mind off your troubles.
+2 Str, +1 Cha
2
You are about to marry into the Miller’s family.
+2 Wis, +1 Str
3
The old widow needed help around the house.
+1 Str, +1 Int, +1 Cha
4
The grizzled captain of the guard took a liking to you.
+1 Dex, +1 Con, +1 Wis

Tool Proficiencies: Two types of artisan’s tools
Languages: Two of your choice
Equipment: A set of artisan’s tools (your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a belt pouch containing 15 gp



Hermit
The old witch in the village took a liking to you when you were still young, and people didn’t like that. You dreamt of a more exciting life, and you pursued that away from the prying eyes of the town.

You have a knack with animals. Your Constitution and Wisdom begin at 10, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
Your father was an outcast, rightfully or not.
+2 Int, +2 Wis, +1 Con
2
Your parents were fishermen and you grew up by the river.
+2 Dex, +2 Str, +1 Wis
3
You led the sheep out onto the mountain like your father before you.
+2 Con, +1 Dex, +1 Wis, +1 Str
4
You went on journeys into the woods to gather herbs and berries.
+2 Wis, +2 Con, +1 Dex
5
Wealth. Your family’s coffers are the fullest in all the land.
+2 Int, +1 Con, +1 Cha, +1 Wis
6
Standing against a wicked would-be usurper.
+2 Con, +1 Str, +1 Int, +1 Wis

1d4
How did you distinguish yourself as a child?
Gain
1
Children often fight, but you never lost.
+2 Str, +1 Wis
2
There wasn’t a game you couldn’t win.
+2 Dex, +1 Int
3
You were the toughest kid around.
+2 Con, +1 Cha
4
No secret escaped you.
+2 Int, +1 Dex

1d4
Who befriended you?
Gain
1
The fishermen took a liking to you and you swapped stories with them.
+2 Dex, +1 Wis.
2
Chafing under your family’s rules, you would sneak out at night and wander the woods.
+2 Con, +1 Int
3
You had a tryst with someone beneath your station.
+2 Cha, +1 Con
4
The grizzled mercenary who settled in town taught you a thing or two.
+1 Dex, +1 Con, +1 Wis

Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp


Noble
You’ve inherited many things: wealth, pedigree, and a formal way of acting. For whatever reason, you’ve taken those things out to the world at large. It’s your responsibility to bring even more fame to your name.

You are healthy and adventurous. Your Strength and Charisma begin at 10, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
Base betrayal. Your family is respected but not trusted.
+2 Wis, +2 Int, 1 Cha
2
Strength of arms. No standard flies victoriously over more battlefields than yours.
+2 Str, +2 Dex, +1 Wis
3
Wealth. Your family’s coffers are the fullest in all the land.
+2 Int, +1 Con, +1 Cha, +1 Wis
4
Beauty. Your ladies are the fairest and your lords the most handsome.
+2 Cha, +1 Dex, +1 Con, +1 Str
5
Honor and duty. All trust your family’s name.
+2 Wis, +1 Con, +1 Str, +1 Cha
6
Producing the finest knights.
+2 Dex, +1 Str, +2 Cha

1d4
How did you distinguish yourself as a child?
Gain
1
Children often fight, but you never lost.
+2 Str, +1 Wis
2
There wasn’t a game you couldn’t win.
+2 Dex, +1 Int
3
You never met someone who didn’t like you.
+2 Cha, +1 Str
4
Everyone has something to teach, and you learned a little from them all.
+1 Dex, +1 Int, +1 Wis

1d4
Who befriended you?
Gain
1
Chafing under your family’s rules, you would sneak out at night and wander the woods with a peasant child.
+2 Con, +1 Int
2
Your family’s seneschal taught you games of strategy and skill.
+2 Int, +1 Dex
3
You learned the ways of the castle at the side of the cook.
+2 Wis, +1 Str
4
You had a tryst with someone beneath your station.
+2 Cha, +1 Con

Skill Proficiencies: History, Performance
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp


Outlander
Hunter, gatherer, or guardian, it takes a brave soul to wander the woods. You go where few would dare, and you feel at home in those places. For good or for ill, you left your original home behind in order to find a new one.

You are agile and insightful. Your Dexterity and Wisdom begin at 10, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
You are an orphan. Things were hard for you.
+2 Wis, +2 Con, +1 Int
2
Your lone parent was an outcast, rightfully or not.
+2 Int, +2 Wis, +1 Con
3
You led the sheep out onto the mountain like your father before you.
+2 Con, +1 Dex, +1 Wis, +1 Str
4
Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+2 Cha, +1 Int, +1 Dex, +1 Wis
5
You went on journeys into the woods to gather herbs and berries.
+2 Wis, +2 Con, +1 Dex
6
Base betrayal. Your family is respected but not trusted.
+2 Wis, +2 Int, 1 Cha

1d4
How did you distinguish yourself as a child?
Gain
1
Children often fight, but you never lost.
+2 Str, +1 Wis
2
You were the toughest kid around.
+2 Con, +1 Cha
3
No secret escaped you.
+2 Int, +1 Dex
4
You solved everyone else’s problems, and never mentioned your own.
+1 Str, +1 Con, +1 Cha

1d4
Who befriended you?
Gain
1
The fishermen took a liking to you and you swapped stories with them.
+2 Dex, +1 Wis.
2
You went camping with the hunters.
+2 Con, +1 Int
3
You broke someone’s heart, or maybe they broke yours.
+2 Cha, +1 Con
4
The old widow needed help around the house.
+1 Str, +1 Int, +1 Cha

Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp



Sage
Your desire was not to learn the ways of war or rulership as other children did, but instead to study the cerebral arts. You took to the difficult studies well, and now you will decide what to do with them.

You are very smart and quick-witted. Your Intelligence begins at 12, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
You led the sheep out onto the mountain like your father before you.
+2 Con, +1 Dex, +1 Wis, +1 Str
2
Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+2 Cha, +1 Int, +1 Dex, +1 Wis
3
Your father or mother kept the old stories. Your head is filled with them.
+2 Int, +2 Cha, +1 Wis
4
You went on journeys into the woods to gather herbs and berries.
+2 Wis, +2 Con, +1 Dex
5
Knowledge. Your family deals in secrets and lore.
+2 Int, +1 Con, +1 Wis, +1 Cha
6
Tending the finest gardens and brewing the most helpful concoctions.
+2 Int, +2 Wis, +1 Con

1d4
How did you distinguish yourself as a child?
Gain
1
There wasn’t a game you couldn’t win.
+2 Dex, +1 Int
2
No secret escaped you.
+2 Int, +1 Dex
3
You solved everyone else’s problems, and never mentioned your own.
+1 Str, +1 Con, +1 Cha
4
Everyone has something to teach, and you learned a little from them all.
+1 Dex, +1 Int, +1 Wis

1d4
Who befriended you?
Gain
1
The fishermen took a liking to you and you swapped stories with them.
+2 Dex, +1 Wis.
2
Chafing under your family’s rules, you would sneak to the library at night and sleep among the books.
+2 Int, +1 Wis
3
The village elders taught you the ancient game of chess.
+2 Int, +1 Dex
4
You learned the ways of the castle at the side of the cook.
+2 Wis, +1 Str

Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: 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


Sailor
You grew up sitting wide-eyed on the shore, listening to stories of pirates and captains who slew sea beasts and discovered new lands. The other children liked those stories as well, but you lived for them.

You are strong and brave. Your Strength begins at 12, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
You are an orphan. Things were hard for you.
+2 Wis, +2 Con, +1 Int
2
Your parents were fishermen and you grew up by the river.
+2 Dex, +2 Str, +1 Wis
3
Your father was the local smith and taught you both hammer and bellows.
+2 Str, +2 Dex, +1 Cha
4
Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+2 Cha, +1 Int, +1 Dex, +1 Wis
5
Wealth. Your family’s coffers are the fullest in all the land.
+2 Int, +1 Con, +1 Cha, +1 Wis
6
Defending the land from invaders.
+2 Str, +2 Con, +1 Wis

1d4
How did you distinguish yourself as a child?
Gain
1
Children often fight, but you never lost.
+2 Str, +1 Wis
2
There wasn’t a game you couldn’t win.
+2 Dex, +1 Int
3
You were the toughest kid around.
+2 Con, +1 Cha
4
You solved everyone else’s problems, and never mentioned your own.
+1 Str, +1 Con, +1 Cha

1d4
Who befriended you?
Gain
1
Laboring with the blacksmith took your mind off your troubles.
+2 Str, +1 Cha
2
The fishermen took a liking to you and you swapped stories with them.
+2 Dex, +1 Wis.
3
You are about to marry into the Miller’s family.
+2 Wis, +1 Str
4
You had a tryst with someone you were forbidden to marry.
+2 Cha, +1 Con

Skill Proficiencies: Athletics
Languages: One of your choice
Tool Proficiencies: Navigator’s tools, vehicles (water)
Equipment: A belaying pin (club), 50 feet o f silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center, a set of common clothes, and a belt pouch containing 10 gp


Soldier
For whatever reason, it has fallen to you to fight and to lead men in battle, and to inspire your people. While you have only been tested once, you proved yourself well, and are now ready to earn the fame in battle.

You are strong and commanding. Your Strength and Charisma begin at 10, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
You are an orphan. Things were hard for you.
+2 Wis, +2 Con, +1 Int
2
Your father was the local smith and taught you both hammer and bellows.
+2 Str, +2 Dex, +1 Cha
3
Your father was a watchman, stern but fair with child and stranger alike.
+2 Str, +2 Cha, +1 Con
4
Strength of arms. No standard flies victoriously over more battlefields than yours.
+2 Str, +2 Dex, +1 Wis
5
Honor and duty. All trust your family’s name.
+2 Wis, +1 Con, +1 Str, +1 Cha
6
Producing the finest knights.
+2 Dex, +1 Str, +2 Cha

1d4
How did you distinguish yourself as a child?
Gain
1
Children often fight, but you never lost.
+2 Str, +1 Wis
2
You were the toughest kid around.
+2 Con, +1 Cha
3
You solved everyone else’s problems, and never mentioned your own.
+1 Str, +1 Con, +1 Cha
4
Everyone has something to teach, and you learned a little from them all.
+1 Dex, +1 Int, +1 Wis

1d4
Who befriended you?
Gain
1
Laboring with the blacksmith took your mind off your troubles.
+2 Str, +1 Cha
2
You went camping with the hunters.
+2 Con, +1 Int
3
You are about to marry into the Miller’s family.
+2 Wis, +1 Str
4
The grizzled mercenary who settled in town taught you a thing or two.
+1 Dex, +1 Con, +1 Wis

Skill Proficiencies: Athletics
Languages: One of your choice
Tool Proficiencies: One type of gaming set, vehicles (land)
Equipment: An insignia o f rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp


Urchin
Whether by choice or by fate, you grew up on the street. Better yet, you made a way to survive there.

Your Dexterity and Charisma begin at 10, and all of your other ability scores begin at 8.

1d6
What were your parents known for? What did you learn?
Gain
1
You are an orphan. Things were hard for you.
+2 Wis, +2 Con, +1 Int
2
Your lone parent was an outcast, rightfully or not.
+2 Int, +2 Wis, +1 Con
3
You led the sheep out onto the mountain.
+2 Con, +1 Dex, +1 Wis, +1 Str
4
You worked the loom, cutting and twisting as the Fates.
+2 Dex, +2 Int, +1 Cha
5
You went on journeys into the woods to gather herbs and berries.
+2 Wis, +2 Con, +1 Dex
6
Base betrayal. Your family is respected but not trusted.
+2 Wis, +2 Int, 1 Cha

1d4
How did you distinguish yourself as a child?
Gain
1
Children often fight, but you never lost.
+2 Str, +1 Wis
2
There wasn’t a game you couldn’t win.
+2 Dex, +1 Int
3
You were the toughest kid around.
+2 Con, +1 Cha
4
No secret escaped you.
+2 Int, +1 Dex

1d4
Who befriended you?
Gain
1
Laboring with the blacksmith took your mind off your troubles.
+2 Str, +1 Cha
2
The fishermen took a liking to you and you swapped stories with them.
+2 Dex, +1 Wis.
3
The old widow needed help around the house.
+1 Str, +1 Int, +1 Cha
4
The grizzled captain of the guard took a liking to you.
+1 Dex, +1 Con, +1 Wis

Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves’ tools
Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp