The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by knightquill, 2023-04-30 22:08:33

Dungeons of Drakkenheim

Dungeons of Drakkenheim

Appendix F: Character Backgrounds 247 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 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.


248 Dungeons OF Drakkenheim 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 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.


Appendix F: Character Backgrounds 249 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. Delerium Mind Dreg


OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/ or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 2 or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Open Game License


Beyond the incredible team who helped put this book together, the authors would like to express our deep gratitude for our viewers, subscribers, Patreon supporters, and Kickstarter backers. We would not be where we are today if it weren’t for the encouragement and support you have shown for both us and Dungeons of Drakkenheim. Whether you joined us all the way back in 2018 when we streamed our first episode or are discovering Drakkenheim for the first time with this book - however you found us, we’re so glad that you did and that we’ve been able to share this world with you. We truly thank you from the bottom of our hearts. Furthermore, a huge thank you to Jill Danaitis & Joe O’Gorman - our very own Veo Sjena and Pluto Jackson! These two helped shape the world of Drakkenheim and the many many adventures within the ruins. Dungeons of Drakkenheim truly wouldn’t be what it is without them. We’d also like to thank Kyle Drier: the unseen hand of Drakkenheim! Kyle has been instrumental in helping produce and edit our livestreams and podcasts. We are so grateful to have such positive, kind, giving and wonderful friends to collaborate with and see where the road to Drakkenheim leads. Finally, we also want to thank our incredibly patient and loving partners - Kierston Drier and Shay Bytheway - who have put up with us through long hours spent writing and producing this project. They have been with us first hand through the thick and thin of our entire careers on YouTube, and we are so grateful for their love and support over the years.


BC


Click to View FlipBook Version