Jump to content

PC Q&A


Recommended Posts

Also about the setting, Drakkenheim comes from tyranny of the arcane spellcasters. That left the people suspicious of arcane magic, and ensued magic regulation under the control of a faction.

Will we take on this approach? How about backgrounds? Continental nobility, treasure seeker, and so on?

Link to comment
Share on other sites

So, right now I'm waiting on a glitch from GhostfireGaming about access to my PDF, so I haven't had time to read through it and get the player options or a good look at the factions/adventure hooks just yet

So as of right now I'm still leaning on you all as established/new members of the Silver Hawks (or something else), and a patron known only as the Tourist has hired your small group to set up a safe zone that the Tourist can use as a basecamp. This will be your way into the city, and hopefully a good enough adventure hook. I'm open to discussions about a different approach though.

Any background is allowed as far as I'm concerned, so long as you all can work together towards a common goal. (normal group stuff honestly lol)

@8w_gremlin Firearms are a part of the Drakkenheim setting, so if you want to go that route for a class I'm all for it. Though expect your weapon loot to be more rare than others

Link to comment
Share on other sites

As an aside, there is no official players guid PDF, so give me a few days to put together more info on that. There's many personal quests and things in the appendix, and reddit been telling me that it's worth it for you all to have extra knowledge of the world (I'll figure out how to work that in since I'm still kinda set on having this be a loose continuation of the borderlands. but again, I need to get my PDF so I can actually read what they have laid out)

Link to comment
Share on other sites

I hope to help you guys by sharing this bit of common knowledge about Drakkenheim's backgrounds. There are quite a ton of videos explaining a lot of things regarding Drakkenheim.

Appendix F: Character Backgrounds

Many types of Adventurers travel to the ruins of Drakkenheim in hopes of uncovering things once lost. Whatever their call to the city may be, there is a chance that their history is ripe with danger. Some have colourful pasts that have readied them for the dangers ahead, some have crimes and mistakes they seek to hide from in the ruins, and others are bound to those who fight for what’s left of the crumbling empire.

Continental Nobility

Continental Nobility

Requirements: Any class except sorcerer, warlock, or wizard

You are the scion of a noble household. Whether you hail from Caspia, Elyria, or Westemär, the fall of Drakkenheim has either adversely impacted your family’s fortunes, or created a tantalizing opportunity to increase your political power and influence.

Skill Proficiencies: Two of the following: Persuasion, Athletics, History, or Intimidation
Languages: Two of your choice
Equipment: A signet ring or brooch bearing your family crest, a cape in the colours of your house, a set of fine clothes, and a pouch containing 25 gp.

Feature: Noble Confidence
During a short rest you can give an inspiring pep talk to a number of allies equal to your proficiency bonus. Once in the next 8 hours, each of those allies can roll 1d4 and add it to the result of a single attack roll, ability check, or saving throw.

Defining Event (1d8)
1 I was well celebrated in my city as a slayer of a great troll.
2 I witnessed the death of my family during the civil war. They were targets for their ties to the von Kessel name.
3 I led my knights to victory in defending our castle during a raid in the war.
4 I lost a lot of good soldiers in an earlier expedition into Drakkenheim. We never made it past the gate.
5 My house was an enemy of the von Kessel family and had many battles with them.
6 I broke ties with my family when they folded to the Silver Order.
7 I am related, not to a king or queen, but to a noble figure who sat in the small council and made important decisions for their represented house.
8 My family lost everything in the destruction of Drakkenheim. We are noble only in name, no longer in standing.

Personality Trait (1d8)
1 I consider myself a renowned monster slayer, and like to remind everyone of the many accomplishments I hold to my name.
2 I keep family traditions close. Honour and family are amongst the most important things in the world, and I cherish them.
3 I miss the comforts of my home. This city is dirty and smells terrible.
4 I believe in the good in people, and I hope to find a peaceful resolution to our problems. A diplomatic approach is something Westemär greatly needs.
5 As a noble, I have a responsibility to protect those who cannot protect themselves.
6 It is highly important that I look my best and maintain my regal demeanor in all situations. My reputation must go untarnished.
7 I may be of noble birth, but have lived life on the road for some time. I am more than willing to share what I have with others, as I am no better or worse than anyone else.
8 There is no challenge I can’t face. I heard about the horrors and monsters of this world, and I am what they fear the most.

Ideal (1d6)
1 Respect. I am a respected member of my family, and I expect what remains of Drakkenheim’s nobility and royal line to acknowledge my standing. (Lawful)
2 Responsibility. It is my responsibility as a representative of my noble line to remain cordial, and diplomatic in dealings with the various high ranking members of Drakkenheim’s society. (Good)
3 Privacy. I do not wish for my nobility to come up. It may be best if the people of Drakkenheim do not know who I am. At least for now. (Any)
4 Duty. It is my duty to aid the people of Drakkenheim. As a noble I was connected to this city, and it is what is expected of me. (Good)
5 Glory. I must claim my victories and prove myself in battle. (Any)
6 Family. Blood is thicker than water and I will fight to defend my family’s honour. (Good)

Bond (1d6)
1 I must prove myself as a great warrior for my house and my people.
2 My family was once bound to the royal family of Westemär, I must ensure we remain bound to whoever takes the throne.
3 My family’s fortune was lost. Drakkenheim may be our last chance to get it back.
4 My family was betrayed by one of the royal houses, and I plan to make sure any that remain of that name are brought to justice and my family takes its place where it belongs.
5 I am destined to rule, as my ancestors before me have.
6 I have been sent unwillingly on a diplomatic mission to Drakkenheim. I am to gain political standing in these crumbling ruins.

Flaw (1d6)
1 I boast about my own triumphs, and belittle the accomplishments of others.
2 Bound by honor, I can never back down from a challenge, nor can I let those who undervalue my name go unchallenged.
3 I do not like getting my hands dirty. Other people must do the heavy lifting, not me.
4 I like to flaunt my wealth, and I spare no expense.
5 I’m never wrong. Even if I was, I would never admit it.
6 I was forced to lead, but I am very far out of my depth and desperately hoping people do not catch on that I don’t know what I am doing here.

Variant: Last of the Line
In the years following the destruction of Drakkenheim, calamity and misfortune wracked your house leaving you the sole surviving heir. Penniless and without land, you have come to Drakkenheim to rebuild your family’s legacy.

Mageborn

Mageborn

Requirement: You must be a bard, sorcerer, warlock, or wizard

You manifested arcane magical abilities at a young age, and were taken into the guardianship of the Amethyst Academy. You learned to harness your magic at a secluded magical school. After you came of age and completed your apprenticeship, you became free to pursue your own interests, but you must respect the laws and customs that govern all those with spellcasting powers. Under the Edicts of Lumen, mages are disinherited of any noble titles, and cannot own land.

Skill Proficiencies: Two of the following: Arcana, Deception, Investigation, Perception
Languages: Draconic or Elven
Equipment: A gnarled wand made of wood, a duster jacket, a satchel for material components and potions, an amulet or other trinket of importance to you
Tool Proficiencies: Either calligraphers’ supplies or alchemists’ supplies

Feature: Bookworm
Once per day after you finish a long rest, you can spend one hour to create a spell scroll. You need only paper and ink to do so, and the level of the spell you can create equals one half your proficiency bonus (rounded down) or lower. The scroll you create must be a spell you know or have prepared.

Mageborn Quirk (1d8)
1 My eyes are two different colours.
2 Whenever I cast a spell, my voice echoes and an unknown wind seems to blow around me.
3 My eyes glow with octarine light when I am casting spells.
4 I hear voices and sounds when close to magical entities, as if the magic itself speaks to me.
5 I have full conversations with myself out loud that occasionally can get heated.
6 Magic floods my mind and makes it difficult to sleep without constant nightmares and visions.
7 I speak to beings from other planes of existence who manifest as simple creatures before me.
8 I have a birthmark in a unique shape that appears every day for 2 and a half hours, then vanishes.

Personality Trait (1d8)
1 I idolize one of the archmages of the Academy and hope to prove myself to them in time.
2 Nothing will get between me and my goals. When people say something I care about is impossible, I prove them wrong.
3 I am confident in my powers, and do not fear the horrors of Drakkenheim, for I can bend reality.
4 I am constantly reading books. The more knowledge I can obtain, the more I can outwit friends and foes alike.
5 I am a mage for hire and am not afraid to use my magic to get my hands dirty. A lot of people will pay top coin for a skillset like mine.
6 I am a sucker for a good mystery and pride myself in my ability to solve them.
7 Everyone is always so serious - we all die in the end, might as well enjoy the ride.
8 I always push myself to be the best at whatever it is I set out to do.

Ideal (1d6)
1 Respect. My powers are a blessing and a curse, and I work diligently to show people not to fear magic. (Good)
2 Knowledge. I left the Academy on good terms to work at one of the many historical institutes of the world, hoping that my love for books and history would be of use. (Any)
3 Love. I left the Academy due to love, and I plan to keep my promise to that love. (Good)
4 Forgiveness. I must undo the mistakes of my past by proving myself to those I care about most. (Good)
5 Power. Delerium is power, and I must learn all I can about its origins and properties if I am to harness that power. (Chaotic)
6 Independence. I stand alone from the Academy for a reason. I do not wish to be on their bad side, but I do not wish to be on their good side either. (Neutral)

Bond (1d6)
1 It is my duty to protect the Amethyst Academy.
2 My life’s work in the study of delerium caused my expulsion. I must continue that research to prove its value.
3 The mysteries of my past and my power are tied to the meteor. I need answers.
4 My terrible mistake was covered up by my mentor in the Academy. I owe them my life.
5 My nightmares have guided me to Drakkenheim. I must investigate these visions.
6 I come from a long line of wizards, my exit from the Academy was highly upsetting to them and I need to earn my way back into their favour, even if it means risking my life in Drakkenheim.

Flaw (1d6)
1 I walk straight into danger. What’s the worst that could happen?
2 I believe my plan is always far superior to everyone else’s.
3 I am distracted by possibilities of gaining knowledge or power, regardless of the cost or danger.
4 I overcomplicate most situations with small details and over analyzing simple things.
5 I get angry quickly, and cause more harm than good with my magic when I get mad.
6 I can’t get enough delerium. I want the power for myself.

Variant Mageborn: Malfeasant Mage
You were expelled from the Amethyst Academy for some trespass, real or imagined, or perhaps you were never taken in by them and learned magic on your own. Common folk are often mistrustful of spellcasters who do not wear the Amethyst Academy colours, so you may need to hide your identity and abilities, especially from the Amethyst Academy and the Knights of the Silver Order.

Devoted Missionary

Devoted Missionary

You are a follower of one of the many religions of the world. Through either divine calling, visions, or prophecies, or because your church sent you as an envoy and representative, or maybe because you are seeking divine answers, you have made the journey to Drakkenheim. What sacred purpose lies in the ruins that you are quested with uncovering?

Skill Proficiencies: Two of the following: History, Religion, Arcana, Nature
Equipment: A set of pale robes, a small chip of delerium encased in glass, a walking stick, an amulet with a symbol of your chosen god, a small book of religious text
Languages: Any two of your choice

Feature: Guided by Faith
A number of times per day equal to your proficiency bonus, you may ask the Game Master to reveal the DC of any ability check you make before rolling the dice. You may then decide whether or not you wish to attempt the roll.

Missionary Life (1d8)
1 I was on a quest of self-enlightenment.
2 I ritualistically surround myself with lit candles and ancient texts when I rest.
3 I had taken a vow of silence until the time that my voice was needed to fulfil my destiny.
4 I was the caretaker of ancient relics of our faith and am quested with finding others.
5 I am but a pilgrim hoping to find divine light in dark places in the world.
6 I was guided to my faith by angels who rescued me from my dark past.
7 I broke my vows to my faith and was exiled. I seek redemption.
8 I must prove myself worthy to my faith and its purpose, no matter the amount of blood spilled or lives lost.

Personality Trait (1d8)
1 I empathize with those who do not follow the path of light. Creatures of all types can be brought back to the path of righteousness and are often suffering and in great pain.
2 I believe in the words of my religion and quote its texts and scriptures as often as I can.
3 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
4 I have spent my life in a temple or church. Rough living wears on me quickly.
5 I believe very strongly that everything will turn out okay, and nothing can shake my positive attitude.
6 My faith kept me distant from others. I have very little experience with the world outside the church/temple/shrine.
7 I have extremely strict etiquette and manners for interactions and tasks, and I refuse to stray from them.
8 I am working on my thesis of religious ongoings in the world and excitedly discuss the nuances of these ideas with anyone and everyone.

Ideal (1d6)
1 Logic. Emotions must not cloud our judgement on what is right or true. (Lawful)
2 Self. My religious journey is that of discovering myself. If I can obtain that, there is nothing left to know. (Any)
3 Charity. I will always help those in need, no matter the cost. (Good)
4 Faith. The path laid out before me is determined by the divine entity I worship. I will follow its signs and patterns to fulfil my purpose. (Lawful)
5 Power. The gods have granted me divine powers and I must use them to make those who do not worship as strongly as I see the divine light and understand that I am the one true speaker of my faith. (Chaotic)
6 Peace. I do not like to be part of conflicts, rather a neutral voice of reason to all sides. (Neutral)

Bond (1d6)
1 Nothing is more important than my church and what it represents.
2 I joined my religion to hide from a past I would rather forget.
3 The path to enlightenment is unending. I must stay the course.
4 I will die if it means doing right by my religious beliefs.
5 Everything I do is for the good of the common people.
6 I seek to preserve the ancient texts and artefact of my religion.

Flaw (1d6)
1 I judge others harshly and believe my path to be the one true path.
2 I believe in the words of my religion so strongly that I follow them without question.
3 The goal I have set for myself is my destiny, and I can not act against it or abandon it for any reason.
4 My religion was meant to keep the dark thoughts at bay, but I find myself losing that battle and a blood thirst grows within me.
5 This is my first taste of life outside my religion, and I enjoy its pleasures a little too much.
6 The gods and my faith have determined that I am always correct as I speak on their behalf. There is no question in my mind that I speak the ultimate truths and any who do not agree are misguided fools.

Variant Devoted Missionary: Stargazer
You witnessed the meteor 15 years ago. Whether you believe it to be destiny, a magical or divine calling, or just curiosity of the secrets that need to be unearthed, you are drawn to the crater. You believe that the crater holds some answers to the questions you seek, and that somewhere in Drakkenheim lies a truth beyond your comprehension. Your pilgrimage to Drakkenheim may have taken you weeks, months or even years but you had to come - something called you here and you must discover its origin.

Survivor

Survivor

Not everyone left Drakkenheim after the meteor. Some stayed behind, searching the ruins for things they lost: friends and family, or just seeking out treasure and artefacts. You know what places in the city are the most dangerous, what paths are the best to take, and often have an idea of the fastest ways to travel. Despite the Haze, and dangers, you’ve managed to survive, but carry the weight of Drakkenheim’s madness with you.

Skill Proficiency: Two of the following: Perception, Survival, Stealth, Athletics.
Equipment: Cook’s utensils, climber’s kit, a shovel, a pair of thick gloves, a cloak with a hood.
Tool Proficiencies: Cook’s utensils, one other set of artisan’s tools.

Feature: Makeshift Meals
You know how to purify food and rations found in the ruins. When you take a short rest, you prepare a meal for a number of creatures equal to your proficiency bonus. Creatures who consume the food regain hit points equal to your level. Once they do, they can’t regain hit points from another one of your meals until they finish a long rest.

Marks of Survival (1d8)
1 Being alone for so long means I am very used to conversing with myself out loud.
2 I eat things that others find disgusting. I have learned to love the delicacies of scavenged food in the ruins.
3 I have many scars across my body from barely scraping by.
4 I am missing a finger on one hand due to a horrible encounter I had in the ruins.
5 I keep a locket of someone I lost in the ruins. I stare at it every night before I fall asleep to remember what I am looking for.
6 I keep souvenirs of the monsters I have bested in these ruins, to remind myself how strong I truly am.
7 I can sleep just about anywhere, nothing really phases me anymore.
8 I often recite the names of people I used to know and lost so I can hold on to their memory.

Personality Trait (1d8)
1 I always have an exit strategy in mind if things go poorly.
2 You can’t survive in this grim city without a good sense of humor, but I have a taste for gallows humor.
3 I try to work in the thin grey area between the squabbling factions, squeezing under their radar when possible. The less I am seen, the better.
4 If you spot danger, it is best to avoid it, that’s how you survive.
5 Drakkenheim is a dangerous place. But I can navigate it with my eyes closed. No one else I’ve ever met is as good as I am.
6 In order to survive the monsters of Drakkenheim, one must be a monster of Drakkenheim.
7 Take everything you can from the dead, take it from the living if you can. If you are to survive, you must take any opportunity to scavenge.
8 I will never give up until I reclaim what I lost in these ruins.

Ideal (1d6)
1 Self-Reliance. I won’t risk my life for others. Everyone must fend for themselves -- better you than me. (Evil)
2 Bravery. I find the thrill of surviving the monsters and magics of Drakkenheim exhilarating and thrive on the chaos. (Chaotic)
3 Safety. Whatever I can do to keep myself fed and keep a safe place to rest is good in my books. (Any)
4 Helpful. People need all the help they can get in the city, and I know I can provide it. (Good)
5 Hope. I believe there is something worth saving here, we must hold on to the idea of a better future. (Good)
6 Responsibility. I lived here before the meteor, I’ll live here long after. I must protect my home and do what I can to make it livable again. (Lawful)

Bond (1d6)
1 I had family in these ruins. I know not what became of them, but I must find out.
2 This city is my home, and I will fight for what’s left of it until the very end.
3 I’ll do any dirty work in the city if it means a hot meal, a warm bed, or some good company.
4 I’ve spent so long in these ruins, its the outside world that terrifies me now.
5 Why haven’t I left Drakkenheim? Have you seen how much gold there is to be made here?
6 I am bound to the throne of Drakkenheim, and fight to see it one day reclaimed.

Flaw (1d6)
1 Any meal could be my last. I’ll eat just about anything. I do what I must to survive.
2 I don’t like being outside the Haze of the city for too long, I’ve gotten used to it.
3 I am convinced my family is alive in the city somewhere. I hear their voices call to me at night.
4 I don’t trust anyone easily. I’ll sleep with one eye open even around my companions, for Drakkenheim makes monsters of us all.
5 The years spent here have turned me to a vice, I very much rely on that vice to get me through my days.
6 I hear voices constantly. Sometimes I get distracted with conversations with people who are not there.

Variant Survivor: Veteran of the Civil War
You survived the civil war that ravaged Westemär, either as a soldier or fleeing refugee. The war took something from you and changed you. It may be that you had to do things that went against your morals, or perhaps you lost friends and family in the bloodshed. Regardless, you walked away with scars that will not easily heal.

Treasure Seeker

Treasure Seeker

Lost treasure and valuable relics brought you to Drakkenheim. Perhaps the prospect of earning more gold than you can spend in your lifetime is too tantalizing to pass up, or alternatively you may seek items for their historical or religious significance.

Skill Proficiencies: Investigation and one choice from the following: Stealth, Insight, or Perception
Equipment: Thieves’ tools, a set of dark clothes with a hood and a face covering. A signet ring of a fake lord, a fake identification, a set of weighted dice, and a deck of cards.
Tool Proficiencies: Thieves’ tools, cartographer’s tools

Feature: Detail-Oriented
You double your proficiency bonus when making any ability check to search the ruins of Drakkenheim.

Treasure Hunters’ Secrets (1d8)
1 You keep a cryptic map to a lost treasure that you have always wanted to uncover.
2 You have a coin that is heads on both sides, helpful for winning a chance game.
3 You have a magnifying spyglass you use to examine items.
4 You have a ring that opens to reveal a small compartment inside.
5 Your left boot has a compartment for a hidden dagger.
6 You carry an old compass that doesn’t point north, you hope it points towards a great treasure.
7 You have a collection of exotic coins and medals that are of personal value to you.
8 You have a rival treasure hunter who used to be a partner. You parted ways years ago.

Personality Trait (1d8)
1 I believe that I am destined for greatness, and nothing can convince me otherwise.
2 I always have a plan or plot to outwit my foes. It may not always be good, but it’s almost always overly complex.
3 I love to flaunt my wealth and showcase the things I have bought with it.
4 I pay no mind to the risks of a situation. I always bet on myself and my abilities and it’s gotten me this far. Never tell me the odds.
5 I have a quip, allegory, or joke for almost any situation.
6 I lie about anything and everything. I lie for almost no reason at all, sometimes just to see if I can fool the people around me.
7 I use flattery and honeyed words to get what I want.
8 I can’t help it if valuable objects lying around end up in my pockets. It’s for safe keeping.

Ideal (1d6)
1 Independent. No one tells me what to do. I make my own rules, and my own luck. (Chaotic)
2 Fair. I do not take anything from anyone who couldn’t afford to lose it. I am a treasure hunter, not a thief. (Lawful)
3 Family. I care about material possessions and wealth, but not as much as I care about my friends and family. (Good)
4 Aspiration. Wealth is power. Wealth means you will be remembered. In this world making a name for yourself is as
simple as acquiring enough gold to buy your way to victory. I intend to be remembered. (Any)
5 Danger. Every great discovery requires risk. The greater the risk, the greater the reward. It’s the thrill of the hunt that I live for. (Any)
6 Dignity. The dead and their prized belongings deserve more than to waste away in the ruins. They deserve to be found, remembered, and taken care of. (Lawful)

Bond (1d6)
1 My desire for wealth is out of a need to protect my family.
2 Something important to me was stolen. I’ve longed to get it back ever since.
3 I’m wanted for my many crimes and hope that where I am going, the law will not follow.
4 I made mistakes in my past that cost me the life of someone I loved. I will not let that happen again.
5 I plan to be the greatest thief or most cunning explorer of all time.
6 This is my last job, the big one. After this I hope to settle down with my wealth, maybe start a family.

Flaw (1d6)
1 My entire identity is layers of falsities presented to hide my true self, for I am not a good person. I’ve never told the truth for as long as I can remember and it’s too late now to stop.
2 Every situation, every person, is only as valuable to me as what I can gain from them. I’m not afraid to pull strings to bend luck in my favour.
3 I jump to defensive measures as soon as someone catches me in a lie, or tries to call me out for anything.
4 I take what I want, and I want it all.
5 I like to show my skills, talk big, and take big risks in the hopes of impressing everyone watching.
6 I know for a fact I am the smartest person in the room, and if people are suggesting anything otherwise they are terribly mistaken.

Variant Treasure Seeker: Soldier of Fortune
Rather than seeking your fortune from finding treasure, you seek yours by hunting down the brigands, outlaws, and monsters that now hide in Drakkenheim. You often take up dangerous bounties and follow wanted posters as long as the price is right. Danger is second nature to you and the horrors of the city are nothing compared to the thrill of the hunt, and the coin it can gain you.

 

Edited by Coruja (see edit history)
Link to comment
Share on other sites

That's a nice pick! I'm looking forward the Treasure Seeker variant Soldier of Fortune. That aligns with my monster hunter concept.

Link to comment
Share on other sites

10 hours ago, Coruja said:

I hope to help you guys by sharing this bit of common knowledge about Drakkenheim's backgrounds. There are quite a ton of videos explaining a lot of things regarding Drakkenheim.

Appendix F: Character Backgrounds

Many types of Adventurers travel to the ruins of Drakkenheim in hopes of uncovering things once lost. Whatever their call to the city may be, there is a chance that their history is ripe with danger. Some have colourful pasts that have readied them for the dangers ahead, some have crimes and mistakes they seek to hide from in the ruins, and others are bound to those who fight for what’s left of the crumbling empire.

Continental Nobility

Continental Nobility

Requirements: Any class except sorcerer, warlock, or wizard

You are the scion of a noble household. Whether you hail from Caspia, Elyria, or Westemär, the fall of Drakkenheim has either adversely impacted your family’s fortunes, or created a tantalizing opportunity to increase your political power and influence.

Skill Proficiencies: Two of the following: Persuasion, Athletics, History, or Intimidation
Languages: Two of your choice
Equipment: A signet ring or brooch bearing your family crest, a cape in the colours of your house, a set of fine clothes, and a pouch containing 25 gp.

Feature: Noble Confidence
During a short rest you can give an inspiring pep talk to a number of allies equal to your proficiency bonus. Once in the next 8 hours, each of those allies can roll 1d4 and add it to the result of a single attack roll, ability check, or saving throw.

Defining Event (1d8)
1 I was well celebrated in my city as a slayer of a great troll.
2 I witnessed the death of my family during the civil war. They were targets for their ties to the von Kessel name.
3 I led my knights to victory in defending our castle during a raid in the war.
4 I lost a lot of good soldiers in an earlier expedition into Drakkenheim. We never made it past the gate.
5 My house was an enemy of the von Kessel family and had many battles with them.
6 I broke ties with my family when they folded to the Silver Order.
7 I am related, not to a king or queen, but to a noble figure who sat in the small council and made important decisions for their represented house.
8 My family lost everything in the destruction of Drakkenheim. We are noble only in name, no longer in standing.

Personality Trait (1d8)
1 I consider myself a renowned monster slayer, and like to remind everyone of the many accomplishments I hold to my name.
2 I keep family traditions close. Honour and family are amongst the most important things in the world, and I cherish them.
3 I miss the comforts of my home. This city is dirty and smells terrible.
4 I believe in the good in people, and I hope to find a peaceful resolution to our problems. A diplomatic approach is something Westemär greatly needs.
5 As a noble, I have a responsibility to protect those who cannot protect themselves.
6 It is highly important that I look my best and maintain my regal demeanor in all situations. My reputation must go untarnished.
7 I may be of noble birth, but have lived life on the road for some time. I am more than willing to share what I have with others, as I am no better or worse than anyone else.
8 There is no challenge I can’t face. I heard about the horrors and monsters of this world, and I am what they fear the most.

Ideal (1d6)
1 Respect. I am a respected member of my family, and I expect what remains of Drakkenheim’s nobility and royal line to acknowledge my standing. (Lawful)
2 Responsibility. It is my responsibility as a representative of my noble line to remain cordial, and diplomatic in dealings with the various high ranking members of Drakkenheim’s society. (Good)
3 Privacy. I do not wish for my nobility to come up. It may be best if the people of Drakkenheim do not know who I am. At least for now. (Any)
4 Duty. It is my duty to aid the people of Drakkenheim. As a noble I was connected to this city, and it is what is expected of me. (Good)
5 Glory. I must claim my victories and prove myself in battle. (Any)
6 Family. Blood is thicker than water and I will fight to defend my family’s honour. (Good)

Bond (1d6)
1 I must prove myself as a great warrior for my house and my people.
2 My family was once bound to the royal family of Westemär, I must ensure we remain bound to whoever takes the throne.
3 My family’s fortune was lost. Drakkenheim may be our last chance to get it back.
4 My family was betrayed by one of the royal houses, and I plan to make sure any that remain of that name are brought to justice and my family takes its place where it belongs.
5 I am destined to rule, as my ancestors before me have.
6 I have been sent unwillingly on a diplomatic mission to Drakkenheim. I am to gain political standing in these crumbling ruins.

Flaw (1d6)
1 I boast about my own triumphs, and belittle the accomplishments of others.
2 Bound by honor, I can never back down from a challenge, nor can I let those who undervalue my name go unchallenged.
3 I do not like getting my hands dirty. Other people must do the heavy lifting, not me.
4 I like to flaunt my wealth, and I spare no expense.
5 I’m never wrong. Even if I was, I would never admit it.
6 I was forced to lead, but I am very far out of my depth and desperately hoping people do not catch on that I don’t know what I am doing here.

Variant: Last of the Line
In the years following the destruction of Drakkenheim, calamity and misfortune wracked your house leaving you the sole surviving heir. Penniless and without land, you have come to Drakkenheim to rebuild your family’s legacy.

Mageborn

Mageborn

Requirement: You must be a bard, sorcerer, warlock, or wizard

You manifested arcane magical abilities at a young age, and were taken into the guardianship of the Amethyst Academy. You learned to harness your magic at a secluded magical school. After you came of age and completed your apprenticeship, you became free to pursue your own interests, but you must respect the laws and customs that govern all those with spellcasting powers. Under the Edicts of Lumen, mages are disinherited of any noble titles, and cannot own land.

Skill Proficiencies: Two of the following: Arcana, Deception, Investigation, Perception
Languages: Draconic or Elven
Equipment: A gnarled wand made of wood, a duster jacket, a satchel for material components and potions, an amulet or other trinket of importance to you
Tool Proficiencies: Either calligraphers’ supplies or alchemists’ supplies

Feature: Bookworm
Once per day after you finish a long rest, you can spend one hour to create a spell scroll. You need only paper and ink to do so, and the level of the spell you can create equals one half your proficiency bonus (rounded down) or lower. The scroll you create must be a spell you know or have prepared.

Mageborn Quirk (1d8)
1 My eyes are two different colours.
2 Whenever I cast a spell, my voice echoes and an unknown wind seems to blow around me.
3 My eyes glow with octarine light when I am casting spells.
4 I hear voices and sounds when close to magical entities, as if the magic itself speaks to me.
5 I have full conversations with myself out loud that occasionally can get heated.
6 Magic floods my mind and makes it difficult to sleep without constant nightmares and visions.
7 I speak to beings from other planes of existence who manifest as simple creatures before me.
8 I have a birthmark in a unique shape that appears every day for 2 and a half hours, then vanishes.

Personality Trait (1d8)
1 I idolize one of the archmages of the Academy and hope to prove myself to them in time.
2 Nothing will get between me and my goals. When people say something I care about is impossible, I prove them wrong.
3 I am confident in my powers, and do not fear the horrors of Drakkenheim, for I can bend reality.
4 I am constantly reading books. The more knowledge I can obtain, the more I can outwit friends and foes alike.
5 I am a mage for hire and am not afraid to use my magic to get my hands dirty. A lot of people will pay top coin for a skillset like mine.
6 I am a sucker for a good mystery and pride myself in my ability to solve them.
7 Everyone is always so serious - we all die in the end, might as well enjoy the ride.
8 I always push myself to be the best at whatever it is I set out to do.

Ideal (1d6)
1 Respect. My powers are a blessing and a curse, and I work diligently to show people not to fear magic. (Good)
2 Knowledge. I left the Academy on good terms to work at one of the many historical institutes of the world, hoping that my love for books and history would be of use. (Any)
3 Love. I left the Academy due to love, and I plan to keep my promise to that love. (Good)
4 Forgiveness. I must undo the mistakes of my past by proving myself to those I care about most. (Good)
5 Power. Delerium is power, and I must learn all I can about its origins and properties if I am to harness that power. (Chaotic)
6 Independence. I stand alone from the Academy for a reason. I do not wish to be on their bad side, but I do not wish to be on their good side either. (Neutral)

Bond (1d6)
1 It is my duty to protect the Amethyst Academy.
2 My life’s work in the study of delerium caused my expulsion. I must continue that research to prove its value.
3 The mysteries of my past and my power are tied to the meteor. I need answers.
4 My terrible mistake was covered up by my mentor in the Academy. I owe them my life.
5 My nightmares have guided me to Drakkenheim. I must investigate these visions.
6 I come from a long line of wizards, my exit from the Academy was highly upsetting to them and I need to earn my way back into their favour, even if it means risking my life in Drakkenheim.

Flaw (1d6)
1 I walk straight into danger. What’s the worst that could happen?
2 I believe my plan is always far superior to everyone else’s.
3 I am distracted by possibilities of gaining knowledge or power, regardless of the cost or danger.
4 I overcomplicate most situations with small details and over analyzing simple things.
5 I get angry quickly, and cause more harm than good with my magic when I get mad.
6 I can’t get enough delerium. I want the power for myself.

Variant Mageborn: Malfeasant Mage
You were expelled from the Amethyst Academy for some trespass, real or imagined, or perhaps you were never taken in by them and learned magic on your own. Common folk are often mistrustful of spellcasters who do not wear the Amethyst Academy colours, so you may need to hide your identity and abilities, especially from the Amethyst Academy and the Knights of the Silver Order.

Devoted Missionary

Devoted Missionary

You are a follower of one of the many religions of the world. Through either divine calling, visions, or prophecies, or because your church sent you as an envoy and representative, or maybe because you are seeking divine answers, you have made the journey to Drakkenheim. What sacred purpose lies in the ruins that you are quested with uncovering?

Skill Proficiencies: Two of the following: History, Religion, Arcana, Nature
Equipment: A set of pale robes, a small chip of delerium encased in glass, a walking stick, an amulet with a symbol of your chosen god, a small book of religious text
Languages: Any two of your choice

Feature: Guided by Faith
A number of times per day equal to your proficiency bonus, you may ask the Game Master to reveal the DC of any ability check you make before rolling the dice. You may then decide whether or not you wish to attempt the roll.

Missionary Life (1d8)
1 I was on a quest of self-enlightenment.
2 I ritualistically surround myself with lit candles and ancient texts when I rest.
3 I had taken a vow of silence until the time that my voice was needed to fulfil my destiny.
4 I was the caretaker of ancient relics of our faith and am quested with finding others.
5 I am but a pilgrim hoping to find divine light in dark places in the world.
6 I was guided to my faith by angels who rescued me from my dark past.
7 I broke my vows to my faith and was exiled. I seek redemption.
8 I must prove myself worthy to my faith and its purpose, no matter the amount of blood spilled or lives lost.

Personality Trait (1d8)
1 I empathize with those who do not follow the path of light. Creatures of all types can be brought back to the path of righteousness and are often suffering and in great pain.
2 I believe in the words of my religion and quote its texts and scriptures as often as I can.
3 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
4 I have spent my life in a temple or church. Rough living wears on me quickly.
5 I believe very strongly that everything will turn out okay, and nothing can shake my positive attitude.
6 My faith kept me distant from others. I have very little experience with the world outside the church/temple/shrine.
7 I have extremely strict etiquette and manners for interactions and tasks, and I refuse to stray from them.
8 I am working on my thesis of religious ongoings in the world and excitedly discuss the nuances of these ideas with anyone and everyone.

Ideal (1d6)
1 Logic. Emotions must not cloud our judgement on what is right or true. (Lawful)
2 Self. My religious journey is that of discovering myself. If I can obtain that, there is nothing left to know. (Any)
3 Charity. I will always help those in need, no matter the cost. (Good)
4 Faith. The path laid out before me is determined by the divine entity I worship. I will follow its signs and patterns to fulfil my purpose. (Lawful)
5 Power. The gods have granted me divine powers and I must use them to make those who do not worship as strongly as I see the divine light and understand that I am the one true speaker of my faith. (Chaotic)
6 Peace. I do not like to be part of conflicts, rather a neutral voice of reason to all sides. (Neutral)

Bond (1d6)
1 Nothing is more important than my church and what it represents.
2 I joined my religion to hide from a past I would rather forget.
3 The path to enlightenment is unending. I must stay the course.
4 I will die if it means doing right by my religious beliefs.
5 Everything I do is for the good of the common people.
6 I seek to preserve the ancient texts and artefact of my religion.

Flaw (1d6)
1 I judge others harshly and believe my path to be the one true path.
2 I believe in the words of my religion so strongly that I follow them without question.
3 The goal I have set for myself is my destiny, and I can not act against it or abandon it for any reason.
4 My religion was meant to keep the dark thoughts at bay, but I find myself losing that battle and a blood thirst grows within me.
5 This is my first taste of life outside my religion, and I enjoy its pleasures a little too much.
6 The gods and my faith have determined that I am always correct as I speak on their behalf. There is no question in my mind that I speak the ultimate truths and any who do not agree are misguided fools.

Variant Devoted Missionary: Stargazer
You witnessed the meteor 15 years ago. Whether you believe it to be destiny, a magical or divine calling, or just curiosity of the secrets that need to be unearthed, you are drawn to the crater. You believe that the crater holds some answers to the questions you seek, and that somewhere in Drakkenheim lies a truth beyond your comprehension. Your pilgrimage to Drakkenheim may have taken you weeks, months or even years but you had to come - something called you here and you must discover its origin.

Survivor

Survivor

Not everyone left Drakkenheim after the meteor. Some stayed behind, searching the ruins for things they lost: friends and family, or just seeking out treasure and artefacts. You know what places in the city are the most dangerous, what paths are the best to take, and often have an idea of the fastest ways to travel. Despite the Haze, and dangers, you’ve managed to survive, but carry the weight of Drakkenheim’s madness with you.

Skill Proficiency: Two of the following: Perception, Survival, Stealth, Athletics.
Equipment: Cook’s utensils, climber’s kit, a shovel, a pair of thick gloves, a cloak with a hood.
Tool Proficiencies: Cook’s utensils, one other set of artisan’s tools.

Feature: Makeshift Meals
You know how to purify food and rations found in the ruins. When you take a short rest, you prepare a meal for a number of creatures equal to your proficiency bonus. Creatures who consume the food regain hit points equal to your level. Once they do, they can’t regain hit points from another one of your meals until they finish a long rest.

Marks of Survival (1d8)
1 Being alone for so long means I am very used to conversing with myself out loud.
2 I eat things that others find disgusting. I have learned to love the delicacies of scavenged food in the ruins.
3 I have many scars across my body from barely scraping by.
4 I am missing a finger on one hand due to a horrible encounter I had in the ruins.
5 I keep a locket of someone I lost in the ruins. I stare at it every night before I fall asleep to remember what I am looking for.
6 I keep souvenirs of the monsters I have bested in these ruins, to remind myself how strong I truly am.
7 I can sleep just about anywhere, nothing really phases me anymore.
8 I often recite the names of people I used to know and lost so I can hold on to their memory.

Personality Trait (1d8)
1 I always have an exit strategy in mind if things go poorly.
2 You can’t survive in this grim city without a good sense of humor, but I have a taste for gallows humor.
3 I try to work in the thin grey area between the squabbling factions, squeezing under their radar when possible. The less I am seen, the better.
4 If you spot danger, it is best to avoid it, that’s how you survive.
5 Drakkenheim is a dangerous place. But I can navigate it with my eyes closed. No one else I’ve ever met is as good as I am.
6 In order to survive the monsters of Drakkenheim, one must be a monster of Drakkenheim.
7 Take everything you can from the dead, take it from the living if you can. If you are to survive, you must take any opportunity to scavenge.
8 I will never give up until I reclaim what I lost in these ruins.

Ideal (1d6)
1 Self-Reliance. I won’t risk my life for others. Everyone must fend for themselves -- better you than me. (Evil)
2 Bravery. I find the thrill of surviving the monsters and magics of Drakkenheim exhilarating and thrive on the chaos. (Chaotic)
3 Safety. Whatever I can do to keep myself fed and keep a safe place to rest is good in my books. (Any)
4 Helpful. People need all the help they can get in the city, and I know I can provide it. (Good)
5 Hope. I believe there is something worth saving here, we must hold on to the idea of a better future. (Good)
6 Responsibility. I lived here before the meteor, I’ll live here long after. I must protect my home and do what I can to make it livable again. (Lawful)

Bond (1d6)
1 I had family in these ruins. I know not what became of them, but I must find out.
2 This city is my home, and I will fight for what’s left of it until the very end.
3 I’ll do any dirty work in the city if it means a hot meal, a warm bed, or some good company.
4 I’ve spent so long in these ruins, its the outside world that terrifies me now.
5 Why haven’t I left Drakkenheim? Have you seen how much gold there is to be made here?
6 I am bound to the throne of Drakkenheim, and fight to see it one day reclaimed.

Flaw (1d6)
1 Any meal could be my last. I’ll eat just about anything. I do what I must to survive.
2 I don’t like being outside the Haze of the city for too long, I’ve gotten used to it.
3 I am convinced my family is alive in the city somewhere. I hear their voices call to me at night.
4 I don’t trust anyone easily. I’ll sleep with one eye open even around my companions, for Drakkenheim makes monsters of us all.
5 The years spent here have turned me to a vice, I very much rely on that vice to get me through my days.
6 I hear voices constantly. Sometimes I get distracted with conversations with people who are not there.

Variant Survivor: Veteran of the Civil War
You survived the civil war that ravaged Westemär, either as a soldier or fleeing refugee. The war took something from you and changed you. It may be that you had to do things that went against your morals, or perhaps you lost friends and family in the bloodshed. Regardless, you walked away with scars that will not easily heal.

Treasure Seeker

Treasure Seeker

Lost treasure and valuable relics brought you to Drakkenheim. Perhaps the prospect of earning more gold than you can spend in your lifetime is too tantalizing to pass up, or alternatively you may seek items for their historical or religious significance.

Skill Proficiencies: Investigation and one choice from the following: Stealth, Insight, or Perception
Equipment: Thieves’ tools, a set of dark clothes with a hood and a face covering. A signet ring of a fake lord, a fake identification, a set of weighted dice, and a deck of cards.
Tool Proficiencies: Thieves’ tools, cartographer’s tools

Feature: Detail-Oriented
You double your proficiency bonus when making any ability check to search the ruins of Drakkenheim.

Treasure Hunters’ Secrets (1d8)
1 You keep a cryptic map to a lost treasure that you have always wanted to uncover.
2 You have a coin that is heads on both sides, helpful for winning a chance game.
3 You have a magnifying spyglass you use to examine items.
4 You have a ring that opens to reveal a small compartment inside.
5 Your left boot has a compartment for a hidden dagger.
6 You carry an old compass that doesn’t point north, you hope it points towards a great treasure.
7 You have a collection of exotic coins and medals that are of personal value to you.
8 You have a rival treasure hunter who used to be a partner. You parted ways years ago.

Personality Trait (1d8)
1 I believe that I am destined for greatness, and nothing can convince me otherwise.
2 I always have a plan or plot to outwit my foes. It may not always be good, but it’s almost always overly complex.
3 I love to flaunt my wealth and showcase the things I have bought with it.
4 I pay no mind to the risks of a situation. I always bet on myself and my abilities and it’s gotten me this far. Never tell me the odds.
5 I have a quip, allegory, or joke for almost any situation.
6 I lie about anything and everything. I lie for almost no reason at all, sometimes just to see if I can fool the people around me.
7 I use flattery and honeyed words to get what I want.
8 I can’t help it if valuable objects lying around end up in my pockets. It’s for safe keeping.

Ideal (1d6)
1 Independent. No one tells me what to do. I make my own rules, and my own luck. (Chaotic)
2 Fair. I do not take anything from anyone who couldn’t afford to lose it. I am a treasure hunter, not a thief. (Lawful)
3 Family. I care about material possessions and wealth, but not as much as I care about my friends and family. (Good)
4 Aspiration. Wealth is power. Wealth means you will be remembered. In this world making a name for yourself is as
simple as acquiring enough gold to buy your way to victory. I intend to be remembered. (Any)
5 Danger. Every great discovery requires risk. The greater the risk, the greater the reward. It’s the thrill of the hunt that I live for. (Any)
6 Dignity. The dead and their prized belongings deserve more than to waste away in the ruins. They deserve to be found, remembered, and taken care of. (Lawful)

Bond (1d6)
1 My desire for wealth is out of a need to protect my family.
2 Something important to me was stolen. I’ve longed to get it back ever since.
3 I’m wanted for my many crimes and hope that where I am going, the law will not follow.
4 I made mistakes in my past that cost me the life of someone I loved. I will not let that happen again.
5 I plan to be the greatest thief or most cunning explorer of all time.
6 This is my last job, the big one. After this I hope to settle down with my wealth, maybe start a family.

Flaw (1d6)
1 My entire identity is layers of falsities presented to hide my true self, for I am not a good person. I’ve never told the truth for as long as I can remember and it’s too late now to stop.
2 Every situation, every person, is only as valuable to me as what I can gain from them. I’m not afraid to pull strings to bend luck in my favour.
3 I jump to defensive measures as soon as someone catches me in a lie, or tries to call me out for anything.
4 I take what I want, and I want it all.
5 I like to show my skills, talk big, and take big risks in the hopes of impressing everyone watching.
6 I know for a fact I am the smartest person in the room, and if people are suggesting anything otherwise they are terribly mistaken.

Variant Treasure Seeker: Soldier of Fortune
Rather than seeking your fortune from finding treasure, you seek yours by hunting down the brigands, outlaws, and monsters that now hide in Drakkenheim. You often take up dangerous bounties and follow wanted posters as long as the price is right. Danger is second nature to you and the horrors of the city are nothing compared to the thrill of the hunt, and the coin it can gain you.

 

I greatly appreciate this, I'm watching the overview videos while Ghosfire gets their act together and fixes my PDF.

Link to comment
Share on other sites

Posted (edited)

I’d like to get us started on Friday May 17th, Eastern US time (gmt-4). Let me know if that’s too soon to get yourselves ready. I see we have 3 characters good to go. The prologue will be our chance to make introductions and set the tone. For the purposes of the level we’re starting as, I’m going to look over your characters and pick affection to give you your first mission when you arrive. The person you’re escorting will be an agent of that faction. I want to stress that the faction you work for for this first mission does not have to be the one that you choose out of the five to work with. That will be entirely up to how you guys wanna play. A lot of Drakkenheim is set up to give you all a high degree of agency on how it plays out.
 

regards to player deaths there’s always a chance and this adventure has some random encounters that have the potential to be deadly if not handled well. I would recommend you have a loose character concept in your back pocket, it’s very easy to bring a new fresh face into the game with the way it’s set up.

There’s also a mechanic called contamination, they can have some really strange and harsh effects. If not handled appropriately by you guys, we’ll go over the mechanics of that just so there’s no surprises during the prologue.

I’m excited to get rolling with y’all, the fate of Drakkenheim, and possibly the world will be in your hands

 

 

Edited by scootloops (see edit history)
Link to comment
Share on other sites

5 hours ago, Coruja said:

Scoot, will you use Der Kluge's healing rules?

I don’t know the term you’re referring to, but I am okay with an alternate healing rules if y’all want a little challenge:

1.) only 1 hit dice allowed during a short rest to recover HP

2.) any # of hit dice can be used for a long rest, you don’t get full HP back automatically.

3.) injury point system (homebrew) makes losing half or more of your HP result in a consequential injury that takes extra care to heal, and imposes a penalty until its healed. If it sounds interesting, I’ll go over the details

Otherwise, fill me in on Der Kluge rules and we’ll see if the group is up for that one

 

Link to comment
Share on other sites

27 minutes ago, 8w_gremlin said:

Not sure which Faction I should favour at the moment, going to take a while to read through them all.

No need to pick a faction right away. You’ll have plenty of time to work out which one y’all agree with as we go along

Link to comment
Share on other sites

×
×
  • Create New...