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| Tweet Topic Started: Jun 6 2017, 12:20 AM (15 Views) | |
| Cryo | Jun 6 2017, 12:20 AM Post #1 |
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Table 1: Birth Circumstances Roll 1d20 to determine who raised you. You might have one or two parents. If you’d like to have parents from different backgrounds, roll once for each parent. Consider who your parent(s) worked for or with and how that might affect you. Perhaps your parent was an executioner and killed someone whose allies seek revenge, or maybe your family of farmers was cruelly treated by a local lord or tax collector. After getting a result, proceed to Table 2: Siblings. d20 Result 1 A poor family. Subtract 25 gp from your starting gold. 2 A criminal. You gain training in Intimidate. Roll on Table 15: Crime to determine your parent’s criminal activity and then continue by rolling on Table 2: Siblings. 3 An executioner. 4 A bodyguard. 5 A spy. After determining your siblings in Table 2, do not roll on Table 3; instead, roll on Table 29: Hired to Spy as you are inducted into the family business. 6 A soldier. 7 A healer. You gain training in Heal. 8 A farmer. 9 A diplomat. You gain training in Diplomacy. 10 An undertaker. 11 A priest. You gain training in Religion. 12 A lawyer. You gain training in Diplomacy. 13 A scholar and teacher. You gain training in History. 14 A craftsperson or skilled artist. 15 A merchant. 16 A noble. Add 25 gp to your starting gold. You gain training in Insight. 17 A great villain. Roll on Table 5: Villains to determine the villain and then continue by rolling on Table 2: Siblings. 18 A great hero. 19 Cared for by beasts. You might have run with a pack of wolves until you discovered civilization, or you might have been raised by intelligent magical beasts such as worgs or a unicorn. You gain training in Nature. 20 Adopted. Roll on this table twice more, once to determine the nature of your birth parents and again to determine the nature of your adoptive parents. If you get this result again, reroll. Table 2: Siblings Roll 1d20 to determine what siblings you have, if any. Afterward, roll on Table 3: Leaving Home. d20 Result 1–2 None. 3 An identical twin. 4 A younger sister. 5 A younger brother. 6 An older sister. 7 An older brother. 8 Two sisters. 9 Two brothers. 10 An older sister and a stepbrother. 11 Two stepsisters. 12 A bastard younger brother. 13 You are the bastard sibling of two sisters and two brothers. 14 Three siblings. 15 Two stepsiblings, each with a different parent. 16 Six older siblings (you are the youngest). 17 An identical twin and a younger brother. 18 A fraternal twin. 19 Four younger siblings (you are the oldest). 20 Separated in youth from whatever family you have. Roll on this table again to determine your siblings. Table 3: Leaving Home Roll 1d20 to determine how your story begins. d20 Result 1–5 You’re sent away for tutelage. Roll on Table 4: Tutelage. 6 Your home is destroyed by a villain. Roll on Table 5: Villain to determine the villain. Your life of adventure begins. Alternatively, roll on Table 9: Vendetta. 7 You run away to join the circus. Roll on Table 30: Circus. 8 You run away from a cruel family member who wants to use you for a dire purpose. Roll on Table 19: On the Run. 9 You elope. Roll on Table 12: Person to find out what happens next. 10 You leave in search of a missing or distant sibling. If you don’t already have a sibling, you learn of a half-sister or half-brother. Roll on Table 11: Seeking. 11 Much of your family dies in a plague. Roll on Table 31: Test Your Mettle. Afterward, you can start your life of adventure, or you can roll on Table 17: Waylaid to see what happens next. 12 You’re kidnapped and enslaved. Roll on Table 16: Enslaved. 13 You’re press-ganged by pirates. Roll on Table 34: Press-Ganged. 14 Your family is ruined financially and blacklisted by a rival. You’re forced to leave home and take up a life of crime to survive. Roll on Table 15: Crime to see what kind of criminal you become. Then roll on Table 26: Thieves’ Guild. 15 You leave town with a caravan to see the world. Roll on Table 20: Caravan Guard. 16 You leave in search of a family heirloom or an ancient item of power. Roll on Table 11: Seeking. 17 You are cursed and leave home so that your misfortune is not cast upon your family. Roll on Table 7: Cursed. 18 Your family is placed under a spell, and you seek a wizard’s aid in removing it. In payment, the wizard demands service. Roll on Table 10: Wizard’s Tower. 19 Your parents promise your service to a noble in order to pay a debt. Roll on Table 33: Nobility. 20 You leave to explore the world. Roll on Table 8: Arrival to see where you end up in the first part of your journey. Table 4: Tutelage Roll 1d20 to see what befalls you in your quest for knowledge. d20 Result 1 You never make it to your destination. Roll on Table 17: Waylaid. 2–3 You become the assistant to a merchant. Add 10 gp to your starting gold. Roll on Table 6: Mercantile Matters. 4–5 You apprentice to a wizard. Roll on Table 10: Wizard’s Tower. 6–7 You accept religious instruction. Roll on Table 27: Called to the Temple. 8–9 You join the military. Roll on Table 22: Military Service. 10–11 You apprentice to a great craftmaker or artist. Roll on Table 12: Person to see what happens to your tutor. 12–13 You study with an actor. You become trained in Bluff. Roll on Table 12: Person to see what happens to your tutor. 14–15 Your tutor turns out to be a criminal. Roll on Table 15: Crime to see what kind, and then roll on Table 26: Thieves’ Guild. 16–17 You join a circus instead. Roll on Table 30: Circus. 18–19 You serve in a noble’s house. Roll on Table 33: Nobility. 20 Your tutor has been killed by a villain. Roll on Table 5: Villain to find out what kind, and then roll on Table 3: Leaving Home to see what happens when you return home. Table 5: Villain Roll 1d20 to determine the villain. d20 Result 1 Orcs 2 Goblins 3 A giant 4 A dragon 5 A wizard 6 A warlord 7 A vampire 8 A lich lord 9 A troll 10 A demon 11 A devil 12 A fey creature 13 A mind flayer 14 A doppelganger 15 A beholder 16 The leader of a thieves’ guild 17 A powerful merchant 18 A noble 19 A wizard 20 The leader of a cult Table 6: Mercantile Matters Roll a Diplomacy check to see what befalls your mercantile efforts. Check Result 0–4 Your employer or a rival frames you for theft of wares, and you go to prison. Roll on Table 21: Imprisoned. 5–8 You become embroiled in smuggling and fall in with thieves. Roll on Table 26: Thieves’ Guild. 9–11 Your sales skills aren’t up to snuff, and you set out on caravan guard duty instead. Roll on Table 20: Caravan Guard. 12–14 You’re an able merchant, but on one of your business trips, you are waylaid. You gain training in Diplomacy, and then roll on Table 17: Waylaid. 15–18 You make a fine showing in the marketplace, and other merchants look up to you. In fact, you’re tasked with mediating the merchants’ disputes. You gain training in Diplomacy, and then roll on Table 28: Mediation. 19+ You’re a master merchant. Add 10 gp to your starting gold and gain training in Diplomacy. Unfortunately for you, a villain ruins your business. Roll on Table 5: Villain to see what kind of villain. Then your life of adventure can begin, or you can roll on Table 9: Vendetta. Table 7: Cursed Roll 1d20 to determine the nature of the curse. d20 Result 1–4 Food and drink have no taste, and music gives you no joy. You need information to lift the curse. Roll on Table 11: Seeking. 5–7 Your kiss causes others to become nauseated and leaves them chilled to the bone. Only a particular person can lift the curse. Roll on Table 11: Seeking. 8–10 Your eyes constantly weep tears of black ichor. You go to a wizard to lift the curse, but the wizard will help only if you render service first. Roll on Table 10: Wizard’s Tower. 11–13 One of your hands is made of mobile stone and has no sense of touch or heat. You go to a temple to have the curse removed, and in exchange for aid, you must serve the priests for a while. Roll on Table 27: Called to the Temple. 14–16 You have a catlike eye that glows green and is surrounded by wrinkled black skin. You need a particular object to remove the curse. Roll on Table 11: Seeking. 17–20 Your hand is a twisted and scaly claw. You have no idea how to remove the curse, but you’re still seeking an answer. Your life of adventure begins. Table 8: Arrival You arrive in one of the following locations. Roll 1d20. d20 Result 1 A seaside city. You find yourself press-ganged. Roll on Table 34: Press-Ganged. 2 A tavern on a trade route. Roll on Table 23: Tavern Brawl. 3 A slavers’ camp. Roll on Table 16: Enslaved. 4 A mountain fastness of dwarves. They ask your aid in ridding their tunnels of danger. Roll on Table 25: Lost in the Depths. 5 A wizard’s tower. Roll on Table 10: Wizard’s Tower to see what happens next. 6 A noble’s hunting grounds on which you are caught trespassing. Roll on Table 28: Mediation to see how you comport yourself. 7 A villain’s lair. Roll on Table 5: Villain to see what kind of villain it is, and then roll on Table 9: Vendetta to see what happens next. 8 A friend’s house. Your friend needs your aid. Roll on Table 18: A Friend in Need. 9 A military camp. Roll on Table 22: Military Service. 10 A traveling community of halfling barges on a river. The halflings teach you how to hunt. You gain training in Perception. Roll on this table again to see where the river takes you. 11 A haunted house. You escape but are cursed during the experience. Roll on Table 7: Cursed. 12 A small village in the wilderness. You endure a terrible winter before setting out in a desperate search for food. Roll on Table 31: Test Your Mettle to see how well you survive, and then roll on Table 24: Wilderness Survival. 13 A town in a swamp. A plague sweeps through the people while you are there. Roll on Table 31: Test Your Mettle to see how well you survive, and then roll on Table 11: Seeking to see if you can find information that might lead to a cure for the plague. 14 A forest community of elves. They challenge your presence and demand that you prove yourself. Roll on Table 28: Mediation. 15 A noble’s manor. Roll on Table 33: Nobility. 16 On a trade route with a traveling circus. You join them for a while in your journey. Roll on Table 30: Circus to see what job you fulfill while among them. 17 The home of your friend. Your friend is missing, and you suspect foul play. Roll on Table 11: Seeking as you search for your friend. 18 A city straddling a river, bustling with trade. You become involved in mercantile matters. Roll on Table 6: Mercantile Matters. 19 A secret hideout of bandits. You steal some of their gold, but you flee when they spot you. Add 10 gp to your starting gold. Roll on Table 19: On the Run. 20 The sacred grove of a cadre of dryads and treants. Make a Nature check (DC 12). If you succeed, the fey creatures forgive your trespass and send you on your way; roll on Table 24: Wilderness Survival. If you fail, they curse you as you flee; roll on Table 7: Cursed. Table 9: Vendetta Roll 1d20 to see what happens during your pursuit of your vendetta. d20 Result 1–2 You lose track of your foe when events intervene. Roll on Table 17: Waylaid. 3–5 While seeking to confront your foe, you become lost in the wilderness. Roll on Table 24: Wilderness Survival. 6–8 You defeat your foe but are imprisoned by your foe’s ally. Roll on Table 21: Imprisoned. 9–11 You become trapped with your foe, and the two of you must rely on each other to survive. Roll on Table 31: Test Your Mettle, and then Roll on Table 8: Arrival to see where you end up when you and your foe part ways. 12–14 Your foe tricks you into getting lost in a dungeon or cavern. Roll on Table 25: Lost in the Depths. 15–17 Your foe is too powerful, and you must talk your way out of the situation. Roll on Table 28: Mediation. 18–20 Your foe defeats you, but you escape to plot revenge. Your life of adventure starts now. Alternatively, you can roll on this table again as you attempt another run at your foe. Table 10: Wizard’s Tower Roll an Arcana check to see what becomes of your time in the wizard’s tower. Check Result 0–3 You ruin a ritual the wizard is performing and unleash a demon into the world. It battles the wizard, and you flee in the commotion. Roll on Table 19: On the Run. 4–5 You accidentally break a crystal ball, and the angry wizard turns you into a toad and hurls you into a swamp. You live there for a month before you return to your normal form. Roll on Table 24: Wilderness Survival. 6–7 You try to perform a spell and end up setting the tower aflame. The angry wizard teleports you away in frustration. Roll on Table 8: Arrival to see where you end up. 8–9 You interrupt a ritual at a crucial moment, causing the wizard to be magically transported far away. Roll on Table 11: Seeking to see if you can find the wizard and make amends. 10–11 You release a homunculus that steals the wizard’s wand and flies away. The wizard demands that you retrieve the wand or bring back one of greater power. Roll on Table 11: Seeking. 12–13 You craft a bad potion and become ill when you drink it. Roll on Table 31: Test Your Mettle. Then roll again on this table. 14–16 You save the wizard’s spellbook from burning and are rewarded. You gain a potion of healing as part of your starting gear. Your life of adventure begins. 17–18 The wizard values your skills and recruits you for a wizard war that is brewing. You gain training in Arcana. Roll on Table 22: Military Service. 19+ You surprise the wizard with your abilities. Pleased by your service, the wizard sends you into the world to learn more. You gain training in Arcana and a potion of healing as your part of your starting gear. Your life of adventure begins. Table 11: Seeking Roll a Streetwise check to see the result of your search. Check Result 0–4 You find no sign of that which you seek. Your life of adventure begins with this quest yet to be fulfilled. 5–8 While trying to use drinks to bribe folks to talk, you get deep in your cups and start a tavern brawl. Roll on Table 23: Tavern Brawl. 9–13 In your search, you stumble over the activities of a villain who is offended by your investigations. Roll on Table 5: Villain to see what kind of villain it is, and then roll on Table 19: On the Run. 14–17 You discover that you need another piece of the puzzle before you can find what you seek. You gain training in Streetwise. Roll on this table again, but this time you are seeking information. 18+ You gain training in Streetwise. You find what you’re looking for. If it’s a person, roll on Table 12: Person. If it’s an object, roll on Table 13: Object. If it’s information, roll on Table 14: Information. Table 12: Person Roll 1d20 to discover what occurs in regard to the person in question. d20 Result 1–2 The person is killed by stirges. Your life of adventure begins. Alternatively, roll on Table 23: Tavern Brawl to see what happens when you try to drown your sorrows with drink. 3–4 The person is being blackmailed by members of the Thieves’ Guild. You infiltrate the group to discover the blackmailer. Roll on Table 26: Thieves’ Guild. 5–6 The person dies of disease. Roll on Table 31: Test Your Mettle to see how you fare, and then your life of adventure begins. Alternatively, roll on Table 23: Tavern Brawl to see what happens when you try to drown your sorrows with drink. 7–8 The person turns out to be a doppelganger. You flee before learning the whole story. Roll on Table 19: On the Run. 9–10 The person is killed by a villain. Roll on Table 5: Villain to determine what kind of villain, and then roll on Table 9: Vendetta. 11–12 The person is kidnapped by a villain and held for ransom. You must retrieve a specific item for the villain, or you’ll never see the person again. Roll on Table 5: Villain to determine what kind of villain, and then roll on Table 11: Seeking. 13–14 The person was only using you and actually despises you. He or she pushes you away. Disconsolate, you pay little attention to your surroundings and are waylaid. Roll on Table 17: Waylaid. 15–16 The person is preoccupied by a rival for his or her attentions. Roll on Table 9: Vendetta to see what happens when you try to win the person back. 17–18 The person turns out to be a family relation, such as a sibling or cousin. Your life of adventure begins with this revelation. Alternatively, roll again on this table to see what happens to the person. If you roll this result again, the familial relationship was a ruse to get information or an inheritance from you. Your life of adventure begins with the knowledge that you have been fooled and betrayed. 19–20 The person needs your help with a problem. Roll on Table 18: A Friend in Need. Table 13: Object Roll 1d20 to discover what occurs in regard to the object in question. d20 Result 1–4 The object is cursed. Roll on Table 7: Cursed. 5–8 The object is stolen by a villain. Roll on Table 5: Villain to see what kind, and then roll on Table 9: Vendetta to see the result of your attempt to reclaim the object. 9–12 The object was in the possession of a cloaked figure who committed a crime. When you are seen with it, you are accused and thrown in jail. Roll on Table 21: Imprisoned to see what happens next. 13–16 The object is destroyed. Your life of adventure begins as you seek something to replace it. 17–20 You gain the object you seek. Your life of adventure begins with it in your possession. Table 14: Information Make a Streetwise check to discover what occurs in regard to the information in question. Check Result 0–4 You gain the information but must pay a hefty price. Subtract 20 gp from your starting gold. 5–7 The information you find is false. You’re not sure whether someone deliberately deceived you, and you don’t know where to turn for the truth. Your life of adventure begins now. 8–11 You ask too many questions, and someone pays for you to disappear. Roll on Table 16: Enslaved. 12–15 The information leads to another mystery. Roll on Table 11: Seeking to find more information. 16–18 You gain the information you seek. Your life of adventure begins with it in your possession. 19+ You become a skilled investigator. You gain the information you seek and discover a map to a valuable treasure to boot. You gain training in Streetwise and Perception and start your life of adventure. Table 15: Crime Roll 1d20 to determine the nature of the criminal activity. d20 Result 1 Smuggling 2 Assassination 3 Burglary 4 Sedition 5 Picking pockets 6 Kidnapping 7 Robbery 8 Piracy 9 Poaching 10 Forgery 11 Counterfeiting 12 Swindling 13 Black market sales 14 Slavery 15 Sacrilege 16 Grave robbing 17 Blackmailing 18 Spying 19 Cheating at gambling 20 Impersonating a noble Table 16: Enslaved Roll 1d20 to find out what happens while you are enslaved. d20 Result 1–2 You serve as a slave for years but are freed by a benevolent master. Roll on Table 31: Test Your Mettle to see how you fare. You gain training in Endurance. Your life of adventure begins now. 3–4 You escape slavery and discover who arranged for your capture. If no likely culprit exists, roll on Table 5: Villain. Then roll on Table 9: Vendetta to see what happens when you pursue revenge against your foe. 5–6 You’re forced to mine for precious metals deep underground. You gain training in Dungeoneering. Roll on Table 25: Lost in the Depths to see what happens when you try to find a way out through the caverns. 7–8 You lead a slave revolt that is brutally crushed. You serve a few years in chains, despised by many slaves and mocked by your captors. Roll again on this table. If you get this result again, your captors consider you too much trouble and leave you to die of exposure in the wilderness: Roll on Table 24: Wilderness Survival. 9–10 An army liberates you and your fellow slaves. In return, you join their military effort. Roll on Table 22: Military Service. 11–12 You escape when no one is looking, but your masters want you back. Roll on Table 19: On the Run. 13–14 You lead a slave revolt, but as you flee with your fellows, fate moves against you. Roll on Table 17: Waylaid. 15–16 Nearly all the slavers die in a disaster that seems like divine retribution. Roll on Table 27: Called to the Temple as you seek to pay homage to whichever deity freed you. 17–18 A noble buys you and allows you to work off your debt. Roll on Table 33: Nobility. 19–20 A friend scrapes together enough money to buy your freedom, but he or she needs a favor in return. Roll on Table 18: A Friend in Need. Table 17: Waylaid Roll 1d20 to determine what strange event befalls you. d20 Result 1–2 War breaks out, and you’re drafted. Roll on Table 22: Military Service. 3–4 Bandits rob you and leave you tied up. Subtract 10 gp from your starting gold. You free yourself and seek revenge. Roll on Table 9: Vendetta. 5–6 You’re imprisoned unfairly. Roll on Table 21: Imprisoned. 7–8 You fall for someone and become distracted. Roll on Table 12: Person. 9–10 You stumble into a tavern, and things start to go wrong after you lose count of your drinks. Roll on Table 23: Tavern Brawl. 11–12 A wizard charms you and takes you as a servant. Roll on Table 10: Wizard’s Tower. 13 Slavers catch you. Roll on Table 16: Enslaved. 14 You’re press-ganged. Roll on Table 34: Press-Ganged. 15–16 You get lost in the wilderness. Roll on Table 24: Wilderness Survival. 17–18 A fey creature entices you into the Feywild for years, but to you, the visit seems to last only a few days. Your life of adventure begins after you leave the Feywild. Alternatively, roll on Table 7: Cursed to see what curse the offended fey creature laid upon you in punishment for leaving. 19–20 You are delayed by a fierce storm in a place you had not intended to stop. Roll on Table 8: Arrival. |
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| Cryo | Jun 6 2017, 12:20 AM Post #2 |
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Table 18: A Friend in Need Your friend needs your help. Roll 1d20 to see how you can aid your ally. d20 Result 1–4 Your friend needs your help to commit a crime. Roll on Table 15: Crime to see what kind. You succeed, but the Thieves’ Guild demands that you do a job for them in recompense for your unsanctioned activity. Roll on Table 26: Thieves’ Guild. 5–8 Your friend needs your help to rescue a member of your family who is slated for execution. You succeed, but now you’re wanted by the authorities. Roll on Table 19: On the Run. 9–12 Your friend needs you to convince someone to allow your friend to wed. Roll on Table 28: Mediation to see the results of your attempt. 13–16 Your friend was only pretending to need your aid and instead uses you and frames you for a crime. Roll on Table 21: Imprisoned. 17–20 Your friend doesn’t really need your help. It was just a ruse to throw you a party. Roll on Table 23: Tavern Brawl to see what happens when the party gets out of hand. Table 19: On the Run Trying to stay one step ahead of your pursuers requires sharp senses. Roll a Perception check. Check Result 0–4 Your pursuers capture you and sell you into slavery. Roll on Table 16: Enslaved. 5–7 Your pursuers capture and imprison you. Roll on Table 21: Imprisoned. 8–10 Your flight from your foes is interrupted by fate. Roll on Table 17: Waylaid. 11–12 As you flee your foes, you never know whom to trust, and you’re constantly concerned about others’ motives. You gain training in Insight. Roll on Table 8: Arrival to see where you run. 13–15 Your pursuers are right on your tail. You gain training in Perception. Your life of adventure begins with the knowledge that those who hunt you could show up at any moment. 16–18 You vanish without a trace, and your pursuers give up—for now. You gain training in Bluff. Your life of adventure begins. 19+ You spy your pursuers long before they find you, and you arrange for some of their enemies to spot them as well. They won’t be chasing you—or anyone else—ever again. You gain training in Perception and Streetwise. Your life of adventure begins as word of your ruthless cunning spreads. Table 20: Caravan Guard Make a Perception check to see how your time as a caravan guard works out. Check Result 0–3 The caravan stops for the night, and other travelers join your campfires. Unfortunately, they are vampires that attack as you sleep. You run through the night as the cackling vampires follow you, and you escape only when your flight takes you to the steps of a temple. Roll on Table 27: Called to the Temple. 4–6 A bulette suddenly starts tearing up the caravan. As you run to help, you fall through a crevasse opened by the monster and land amid tunnels underground. Roll on Table 25: Lost in the Depths. 7–8 A dragon attacks and picks up the wagon in which you and a few others take cover. You escape as the dragon flies low over some trees. Roll on Table 24: Wilderness Survival to see how you fare in the wild. 9–11 Your duty proves uneventful—even boring. When your caravan makes a stop, you take a nap, and when you wake, the caravan has left you behind. Roll on Table 8: Arrival to see where you were abandoned. 12–14 You serve the caravan well on its long journey. Add 10 gp to your starting gold. Your life of adventure begins. 15–17 A villain and its minions attack the caravan. You spot them in time to mount a strong defense and run them off. The villain swears vengeance upon you. Roll on Table 5: Villain to see what kind; the next time you are asked to roll on Table 5, use this villain instead. You gain training in Perception. Roll on this table again as the caravan continues. 18+ You spot trouble on the road ahead and arrange a way to ambush the brigands lying in wait. The caravan master rewards you with extra pay and the opportunity to claim the bounty for capturing the brigands. You gain training in Perception. Add 10 gp to your starting gold. Roll on Table 8: Arrival to see where you journey with your captives. Table 21: Imprisoned You’re incarcerated with criminals of all sorts. Some might be innocent, but many are guilty of terrible deeds. Roll an Intimidate check to see how well you fare. Check Result 0–3 You rot in a dungeon for a year. Roll on Table 31: Test Your Mettle to see how you fare, and then roll on this table again. 4–5 You stay for your term of several years. Subtract 10 gp from your starting gold. Roll on Table 31: Test Your Mettle with a –5 penalty. Then roll on Table 11: Seeking as you attempt to reconnect with a family member or friend after your release. 6–8 You’re forced to join a prison gang that’s connected to a criminal group outside. They sneak you out, but in return you have to do a job for them. Roll on Table 26: Thieves’ Guild. 9–11 Your rowdy behavior marks you as a troublemaker, and you’re sold into slavery rather than being kept in prison. Roll on Table 16: Enslaved. 12–14 You and your cellmate dig a tunnel and escape. Roll on Table 15: Crime to see what your cellmate was guilty of and might return to now. Then roll on Table 19: On the Run to see what happens before you and your prison buddy part ways. 15–16 Your toughness is noticed by the prison boss, who pulls you out to serve the rest of your term in the military. You gain training in Intimidate. Roll on Table 22: Military Service. 17–18 You’re scheduled for execution. Luckily, a noble, impressed by your bravado in the face of death, intervenes and buys your freedom on the condition of your service. Roll on Table 33: Nobility. 19+ You become the prisoners’ leader. Through connections with people on the outside, your criminal followers arrange for your early release and for you to have money in your pocket when you get out. You gain training in Intimidate and Streetwise. Increase your starting gold by 20 gp. Your life of adventure begins. Table 22: Military Service You’re in the army now! Roll an Athletics check to see what happens during your time as a soldier. Check Result 0–2 The chaos and bloodshed of the battlefield is too much, and you desert your unit. Roll on Table 19: On the Run. 3–4 You’re deemed a poor soldier and sent to guard the baggage train. Roll on Table 20: Caravan Guard. 5–6 Enemies surround your unit, and you barely escape with your life. You flee into the wilderness in enemy territory. Roll on Table 24: Wilderness Survival. 7–8 The forces you fight alongside are beaten back and take shelter in a ruined castle. There you discover tunnels into a dungeon, and, rather than be trapped and killed in the ruin, you and a few other soldiers seek a path out underground. Roll on Table 25: Lost in the Depths. 9–10 You fight well, but not well enough to avoid capture. You are indentured to your enemies. Roll on Table 16: Enslaved. 11–12 Your unit ends up in a standoff with an enemy unit. Roll on Table 28: Mediation to see how your attempts at forming a truce turn out. 13–14 You survive your service but not without cost. You lost a limb and now use a prosthetic. You gain training in Athletics. Your life of adventure begins with your return from war. Alternatively, you might seek a magic false limb to replace the one you lost. In that case, roll on Table 11: Seeking. 15–16 You survive a war relatively unscathed and are released from service far from where you were inducted into the military. Roll on Table 8: Arrival to see where you end up. 17–18 You perform well in the field and help many of your companions. You gain training in Heal as a result of your frequent treatment of battlefield injuries. You start your life of adventure. 19+ You become a war hero and rise through the ranks. You gain training in Athletics and add 15 gp to your starting gold. You start your life of adventure with a rank that gives you some military privileges and responsibilities. Table 23: Tavern Brawl The tavern erupts into a brawl. Make an Athletics check to see how well you fare. Check Result 0–4 You’re unconscious on the floor when the watch arrives, and you are arrested. Roll on Table 21: Imprisoned. 5–8 Through your bungling, the tavern catches fire and burns to the ground. You escape but have to flee. Roll on Table 19: On the Run. 9–11 You end up knocked out on the floor, but the tavern owner admires your chutzpah and keeps you from being arrested. You still have to work off the damages with several months of labor. While working, you overhear a conspiracy, and when you report it, you’re hired to infiltrate the group. Roll on Table 29: Hired to Spy. 12–15 You make a fine showing and slink away before anyone arrives to arrest the brawlers. You gain training in Athletics. Roll on Table 8: Arrival to see where you end up next. 16–18 You fight all comers to a standstill and end up arm in arm with your opponents, using drink and song to assuage the pain of the bruises you gave one another. You gain training in Athletics and make several friends. Roll on Table 18: A Friend in Need. 19+ You save the tavern owner’s life and send the ruffians on the run. As a reward, you gain partial ownership of the tavern. You gain training in Athletics and an extra 10 gp in starting gold. Your life of adventure begins now. Table 24: Wilderness Survival Make a Nature check to determine what happens during your time in the wild. Check Result 0–5 You live a survivalist lifestyle in the wilderness for a year, never reaching civilization. You gain training in Nature. Roll on Table 31: Test Your Mettle to see how you fare, and then roll on this table again. 6–7 You take shelter in a cave for the night and are forced to flee deeper into the tunnels when the owlbears that live in the cave return from their hunt. Roll on Table 25: Lost in the Depths. 8–9 You meet a prospecting dwarf looking for a new place to mine. The dwarf becomes a friend. After helping you back to civilization, he or she asks for a small favor. Roll on Table 18: A Friend in Need. 10–11 You find a trail that seems to lead back to civilization. Roll on Table 8: Arrival to see where you end up. 12–14 You discover a magical glade and meet a fey creature. It touches your forehead, and a thought appears in your mind before you fall unconscious. Roll on Table 32: A Fateful Message to see what you learned. Your life of adventure begins as you awaken far from the wondrous glade. 15–16 A druid confronts you in the wilderness. Impressed by your ability to survive, the druid teaches you more before escorting you to a road where you meet up with a passing caravan. You gain training in Nature. Roll on Table 20: Caravan Guard. 17–18 You befriend a wild horse in your wanderings and gain training in Nature. You begin your life of adventure with a warhorse by your side as you return to civilization. 19+ You become a great hunter and trapper skilled in the ways of the wild. You gain training in Nature and Stealth. You emerge from the wilderness a stronger person and start your life of adventure. Table 25: Lost in the Depths Make a Dungeoneering check. Check Result 0–5 You wander in darkness for days, subsisting on the few insects and bats you catch. Roll on Table 31: Test Your Mettle with a –5 penalty to see how you fare. Then return to this table and roll again. 6–7 You’re captured by duergar and brought to an Underdark slave market to be sold. Roll on Table 16: Enslaved. 8–9 You meet a prospecting dwarf looking for a new place to mine. The dwarf becomes a friend. After helping you back to civilization, he or she asks for a small favor. Roll on Table 18: A Friend in Need. 10–12 In the tunnels, you discover a huge statue with ruby eyes. You pry out one of them but are forced to flee when a tribe of goblins chases you out of the tunnels. Increase your starting gold by 50 gp. Unfortunately, the ruby was cursed. Roll on Table 7: Cursed. 13–15 You’re wandering through the tunnels when confronted by a horrible mind flayer. Its tentacles flail at you, and everything goes black. You awaken someplace without any idea of how you got there or why the creature let you live. Eerily, you now know the Deep Speech language. You gain training in Dungeoneering. Roll on Table 8: Arrival to see where you end up. 16–18 You wend your way through the tunnels until you discover a villain’s lair. Roll on Table 5: Villain to see what kind. You steal a map to a fabulous treasure from the lair and use the villain’s tunnels to escape to the surface. You gain training in Stealth. Your life of adventure begins with the map in your possession. 19+ You survive your time beneath the ground surprisingly well, becoming adept at quietly exploring. You gain training in Dungeoneering and Stealth. Roll on Table 8: Arrival to see where you emerge. Table 26: Thieves’ Guild Make a Thievery check. Check Result 0–5 The guild uses you as a patsy and frames you. Roll on Table 15: Crime to see what you were framed for, and then proceed to Table 21: Imprisoned. 6–7 The guild sets you on a job, but you’re caught in the act before you can complete it. Roll on Table 15: Crime to see what you were doing. Guild members rescue you from the authorities before you’re put in prison, but now you’re wanted by the law. Proceed to Table 19: On the Run. 8–9 Your work takes you close to the docks one too many times, and you’re press-ganged. Roll on Table 34: Press–Ganged. 10–11 You perform several small jobs for the guild but catch the attention of the authorities. They don’t have enough evidence to imprison you, so instead you’re banished. Roll on Table 24: Wilderness Survival. 12–14 You do well enough on your mission for the guild, but the leaders are still unsure about you. Add 10 gp to your starting gold and roll on this table again. If you get this result again, you’ve earned enough trust and respect to be accepted as a full guild member. You gain training in Thievery, and your life of adventure begins. 15–16 Your skills are highly prized by the Thieves’ Guild, and soon you’re getting most of the best work. A rival in the guild takes poorly to your rise through the ranks and forces a confrontation. You gain training in Thievery and Stealth. Roll on Table 9: Vendetta to see how things turn out with your rival. 17–18 You pull many cunning heists and gain a reputation as a great thief under an assumed name. Eventually, the authorities catch up with you, but they don’t throw you in prison. Instead, in recompense for your crimes, they want you to spy for them. You gain training in Thievery and Bluff. Roll on Table 29: Hired to Spy. 19+ You become an expert criminal, and when the guild’s leader is killed by the villainous head of a rival organization, the guild members elect you their new leader. Roll on Table 5: Villain to see who leads the rival gang. You gain training in Thievery and Streetwise. Your life of adventure begins with you in charge of a guild of thieves and in control of its territory. Table 27: Called to the Temple Make a Religion check. Check Result 0–4 Your behavior offends the gods, and you are cursed. Roll on Table 7: Cursed. 5–7 You ruin a religious observance and accidentally set fire to the temple. The priests attack before you can explain that it was a mistake, and you are forced to flee. Now they hunt you. Roll on Table 19: On the Run. 8–10 You ask impertinent questions about the temple’s dogma, creating disparate interpretations that set the priests against one another. Roll on Table 28: Mediation to see whether you can prevent a schism in the church. 11–13 You receive a mysterious vision that none of the priests can explain. They send you to find a wandering oracle of their order so that you might learn more. Roll on Table 11: Seeking. 14–16 Your scholarship in the temple and desire to learn impress the priests. They teach you all they can and send you to a tutor so that you can continue your pursuit of knowledge. You gain training in Religion. Roll on Table 4: Tutelage. 17–18 Your devotion at the temple impresses the priests who serve there. They send you into the world to spread the word. You gain training in Religion and Heal. Roll on Table 8: Arrival to see where your journey takes you next. 19+ You gain divine inspiration while at the temple. You gain training in Religion and Insight. Roll on Table 32: A Fateful Message to learn what truth is revealed to you in a vision. Your life of adventure begins now. Table 28: Mediation Make a Diplomacy check. Check Result 0–4 The mediation fails, and your mismanagement of the situation becomes the flashpoint for a new war. You’re pressed into service for one side. Roll on Table 22: Military Service. 5–6 Your efforts at diplomacy fail utterly, and you are forced to flee the angered party. Roll on Table 19: On the Run. 7–8 Those with whom you’re deliberating can be assuaged only by the return of an object sacred to them. Roll on Table 11: Seeking. 9–11 Your diplomacy skills aren’t up to snuff, and those with whom you’re negotiating demand that you find someone else to speak for you before they make a decision. Roll on Table 11: Seeking. 12–14 You eke out a diplomatic success, but the angered party demands that you leave as a condition of peaceful resolution. Roll on Table 8: Arrival to see where you end up after being escorted away. 15–17 You make a convincing argument and win the respect of those with whom you’re speaking. Your wisdom in such matters draws the attention of a noble. You gain training in Diplomacy. Roll on Table 33: Nobility. 18+ Your eloquence impresses those with whom you speak, and they agree to your terms. You’re considered an honored guest and given tokens of their appreciation. Your starting gold increases by 10 gp. You gain training in Diplomacy and Insight. Your life of adventure starts now. Table 29: Hired to Spy Make a Bluff check. Check Result 0–3 You bungle your cover identity almost immediately, and those on whom you’re spying throw you in the dungeons. Roll on Table 21: Imprisoned. 4–5 You ingratiate yourself with your targets, but you get too close to one in whom you’re romantically interested. When you let slip the truth, you enrage your paramour. Now you’re being pursued by the allies of your paramour and by those on your team who survived the purge. Roll on Table 19: On the Run. 6–7 The target of your spying mission is a friend. You betray your employers and try to help your friend instead. Roll on Table 18: A Friend in Need. 8–9 While on a mission, you encounter a rival spy, and things get dicey. Your rival escapes with the information you need, and you set off in pursuit. Roll on Table 9: Vendetta. 10–13 Your spying reveals a conspiracy, but you don’t have all the pieces. You set about finding information that might reveal the truth. Roll on Table 11: Seeking. 14–16 Your reconnaissance leads you to do a great deal of research and form close relationships with scholars of topics of interest to your mission. But the information you gather is used in an unexpected way, and now those scholars are in danger. You gain training in History. Your life of adventure begins with those who aided you and is threatened by the events of your past. 17–18 A dangerous villain is working with those on whom you are spying. Roll on Table 5: Villain to see what kind. Through excellent bluffing, you get close to this villain and steal the information you need. After you’re gone, the villain figures out what you did. You gain training in Bluff. Roll on Table 19: On the Run to see what happens as you flee with the stolen information. 19+ You meet a rival spy in the course of your mission, and the two of you play a game of brinkmanship with banter and skullduggery. You part on friendly terms, both leaving the target of your spying none the wiser. You gain training in Bluff and Stealth. Your life of adventure begins. Table 30: Circus Roll 1d20 to determine your involvement with the circus. If you’ve already been in the circus, you can choose a result you had before. d20 Result 1 Before your life with the circus can begin, a villain devastates it. Only a few performers survive along with you. Roll on Table 5: Villain to determine the attacker, and then roll on Table 9: Vendetta to see what happens when you and the other circus performers seek revenge. 2 Flea circus. Make a Perception check (DC 12). If you succeed, you gain training in the skill, and your life of adventure begins after a successful season with the circus. If you fail, you get a case of fleas, and your life of adventure begins with you having fleas. 3 Mime. Make a Bluff check (DC 12). If you succeed, you gain training in the skill and earn another season of work with the circus; roll on this table again. If you fail, you’re kicked out of the circus and are waylaid while you wander the roads; roll on Table 17: Waylaid. 4 Sideshow freak. Make an Intimidate check (DC 12). If you succeed, you gain training in the skill, and your life of adventure begins. If you fail, you’re tossed out of the circus; roll on Table 8: Arrival to see where you end up. 5 Clown. Make a Diplomacy check (DC 12). If you succeed, you gain training in the skill and catch the attention of a noble who wants to hire a jester for a child; roll on Table 33: Nobility. If you fail, your life of adventure begins with the disgrace of being kicked out of the circus. 6 Strongman. Make an Athletics check (DC 12). If you succeed, you gain training in the skill, but your strong body attracts the attention of a press gang; roll on Table 34: Press-Ganged. If you fail, you’re not paid; subtract 10 gp from your starting gold and start your life of adventure. 7 Trick rider. Make an Athletics check (DC 12). If you succeed, you gain training in the skill, and your life of adventure begins. If you fail, you are injured; roll on Table 31: Test Your Mettle to see how well you pull through, and then your life of adventure begins after the sympathetic circus members leave you behind. 8 Escape artist. Make an Athletics or Acrobatics check (DC 12), and then make an Endurance check (DC 12). If you succeed on both checks, you gain training in both skills, and your life of adventure begins after a successful season with the circus. If you fail either check, a member of the Thieves’ Guild becomes your mentor; roll on Table 26: Thieves’ Guild. 9 Animal trainer. Make a Nature check (DC 12). If you succeed, you gain training in the skill, and your life of adventure begins after a successful season with the circus. If you fail, your animal escapes into the wilderness, and you chase after it; roll on Table 24: Wilderness Survival. 10 Dancer. Make an Acrobatics check (DC 12). If you succeed, you gain training in the skill and catch the eye of a noble who summons you; roll on Table 33: Nobility. If you fail, you take your act to the tavern circuit; roll on Table 23: Tavern Brawl. 11 Magician. Make a Thievery check (DC 12). If you succeed, you gain training in the skill, and a wizard takes interest in teaching you real magic; roll on Table 10: Wizard’s Tower. If you fail, your act is laughable; go to result 5 in this table and perform as a clown. 12 Contortionist. Make an Acrobatics check (DC 12). If you succeed, you gain training in the skill, and you catch the attention of a spymaster who needs to smuggle someone with your talents into an enemy camp; roll on Table 29: Hired to Spy. If you fail, the crooked circus master sells you into slavery; roll on Table 16: Enslaved. 13 Gymnast. Make an Athletics check (DC 12). If you succeed, you gain training in the skill, and your life of adventure begins. If you fail, you return home in disgrace; roll on Table 3: Leaving Home. 14 Juggler. Make a Thievery check (DC 12). If you succeed, you gain training in the skill, and your life of adventure begins. If you fail, you’re tossed out of the circus; roll on Table 8: Arrival to see where you end up. 15 Sword swallower. Make an Endurance check (DC 12). If you succeed, you gain training in the skill, your life of adventure begins, and you take your act on the road; roll on Table 17: Waylaid to see what happens after you set out. If you fail, your life of adventure begins with you mute until the first extended rest you take after reaching a milestone. 16 Acrobat. Make an Acrobatics check (DC 12). If you succeed, you gain training in the skill, and you meet a noble who takes interest in you. The noble has a vendetta against a villain, and you become embroiled in that struggle. Roll on Table 5: Villain to see what kind, and then roll on Table 9: Vendetta. If you fail the Acrobatics check, you are injured; roll on Table 31: Test Your Mettle to see how well you pull through, and then your life of adventure begins after the sympathetic circus members leave you behind. 17 Knife thrower. Make a basic ranged attack against AC 15. If you hit, you gain training in Perception and your life of adventure begins. If you miss, you accidentally kill or injure someone, and you are imprisoned; roll on Table 21: Imprisoned. 18 Fire eater. Make an Endurance check (DC 12). If you succeed, you gain training in the skill and take your act on the road; roll on Table 23: Tavern Brawl to see what happens at one of your shows. If you fail, your life of adventure begins with you mute until the first extended rest you take after reaching a milestone. 19 Fortune teller. Make a Bluff check (DC 12). If you succeed, you gain training in the skill, and you scare yourself with a strange prediction; roll on Table 32: A Fateful Message. If you fail, you offend a genuine soothsayer with your act, and you are cursed; roll on Table 7: Cursed. 20 Ringleader. Make a Diplomacy check (DC 12). If you succeed, you gain training in the skill, and a merchant hires you away from the circus as a salesperson; add 10 gp to your starting gold, and roll on Table 6: Mercantile Matters. If you fail, the circus closes after a few bad shows. Your life of adventure begins with many of the circus performers blaming you for the loss of their livelihood, and some might seek revenge. Table 31: Test Your Mettle Make an Endurance check. Check Result 0–4 You nearly die. You now walk with a pronounced limp and have a wracking cough, a twisted hand, a blind eye, or another pronounced ailment. 5–8 You barely survive. The experience scars you physically and mentally, but you find ways to compensate for it. 9–12 You pull through after some difficulty, but your spirits are high. 13–16 You come through with flying colors. You gain training in Endurance. 17+ That was easy. You emerge stronger than before. You gain training in Athletics and Endurance. Table 32: A Fateful Message Roll 1d20. Your life of adventure begins after you learn the message. d20 Result 1 You are the harbinger of the world’s end. 2 You will discover a great treasure that must be returned to its owner or you will never achieve your dreams. 3 You are destined to be a kingmaker. 4 Dark forces consider you their own. 5 A god considers you special and is keeping close watch on you. 6 You were parted at birth from a twin. 7 Your family is not your own. You’re the lost heir to a throne. 8 You were not born. You were created. 9 Two souls reside in your body. 10 Your soulmate is trapped in an object held by a villain. Roll on Table 5: Villain to see what kind. 11 A villain was once a great friend of your family. Roll on Table 5: Villain to see what kind. 12 A relative wears a false face. 13 You can count your true friends on one hand. 14 One of your friends will betray you soon. 15 An enemy is closer than you think. 16 Do not trust maps when you are lost. 17 Advice you will soon seek will steer you wrong. 18 Take no journey over water for a month. 19 Seek shelter from the storm unless it comes from the north. 20 Do not trust your instincts at night. Table 33: Nobility Make an Insight check to navigate the treacherous social landscape of the noble’s household. Check Result 0–3 Your “service” in the noble’s house is actually as a slave. Roll on Table 16: Enslaved. 4–5 The noble sets you to a task that turns out to be illegal. You are arrested for the crime, and the noble lets you rot in jail. Roll on Table 21: Imprisoned. 6–7 One of the noble’s relations takes too much of a liking to you, and the infuriated noble banishes you to end the budding relationship. Roll on Table 24: Wilderness Survival. 8–9 You participate in a masquerade ball and delight people with your uproarious behavior, but after the masks come off, you make the mistake of continuing, which insults guests and embarrasses your host. Roll on Table 8: Arrival to see where you end up after being cast out of the noble’s service. 10–11 You and a son or daughter of the noble become very close and decide to elope. Roll on Table 12: Person to see what happens as you flee the angry noble. 12–14 The noble grows so confident in you that you become embroiled in the house’s mercantile affairs. You gain training in Insight. Roll on Table 6: Mercantile Matters. 15–17 The noble takes such a liking to you that you are promised to a scion of the house. You gain training in Insight. Add 20 gp to your starting gold. Your life of adventure begins before you are married. 18+ The noble becomes a good friend. You gain training in Insight and Diplomacy. Roll on Table 18: A Friend in Need. Table 34: Press-Ganged You’re knocked out, and you wake aboard a ship far out at sea. Now you’re part of the crew. d20 Result 1–5 You’re forced into a life of piracy for a year. Roll on Table 31: Test Your Mettle to see how well you fare, and then roll on this table again. 6–7 The ship gets stuck in the doldrums for weeks. When the wind finally picks up, it blows you to shore near a great temple. Out of gratitude to the gods, you serve the temple for a while. Roll on Table 27: Called to the Temple. 8–9 You lead a mutiny against the captain. Make an Athletics check (DC 12). If you succeed, you gain training in Athletics and start your life of adventure as captain of a ship and small crew. If you fail, you are imprisoned when the ship reaches port; roll on Table 21: Imprisoned. 10 You serve well in a naval war. Increase your starting gold by 10 gp. Roll on Table 22: Military Service to see what happens when you continue your service on land. 11 You slip away while hunting on a mysterious coast. Roll on Table 24: Wilderness Survival. 12 A sea monster sinks the ship. Roll on Table 31: Test Your Mettle to see how you fare before being rescued by a noble’s passing ship. Roll on Table 33: Nobility. 13 A villain sinks the ship and takes you captive. Roll on Table 5: Villain to see what kind. One of the villain’s followers takes pity on you and secretly gives you the means to escape. Your life of adventure begins with an enemy and a potential friend in the enemy’s camp. 14 A mysterious storm carries the ship far off course, and you arrive at a strange island. While exploring the island, you become cursed, and the crew drops you off at the nearest port. Roll on Table 7: Cursed. 15 You get duty in the crow’s nest. Make a Perception check (DC 12). If you succeed, you gain training in Perception, and your life of adventure begins after a successful stint at sea. If you fail, the ship runs aground. You are considered bad luck and put ashore; your life of adventure begins. 16 You anger the captain and are forced to walk the plank. Roll on Table 31: Test Your Mettle. Subtract 20 gp from your starting gold. Your life of adventure begins when you are washed ashore. 17 You steal a treasure map from the ship and sneak ashore. Now you’re on the run from the sailors who want the map back. Roll on Table 19: On the Run. 18 Pirates attack the ship and capture you, selling you into slavery. Roll on Table 16: Enslaved. 19 You’re marooned on an island after offending the captain. Roll on Table 31: Test Your Mettle to see how you fare on the tiny island before being rescued. Roll on Table 8: Arrival to see where you end up. 20 You become friends with the captain and convince him or her to turn to the peaceful ways of shipping. You gain training in Diplomacy. Roll on Table 6: Mercantile Matters to see how you represent the captain’s interests when you are ashore. |
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1:55 AM Jul 11