Life Paths v1
Life Paths v1
Hero’s Path 84
Burning
Light Press
2
Concept: Inspired by life-story systems found in other tabletop games, this supplement
aims to provide further mechanical and narrative depth to a character’s backstory.
Use: Life-Paths can be run before or after the rest of a character’s creation.
The supplement is fairly self-explanatory; a path is taken, an event or reaction is chosen,
dice are rolled, and results are given. Perks or penalties depending on luck and fate.
Notes at the top and bottom of each page give context and tell you where to go next.
Balance: Life-Paths will change base character abilities. Most paths, even if
filled with mostly successful events, should only increase a character’s abilities the
equivalent of about one level. If you are concerned with the balance of an outcome,
simply change it. Effects can be altered but success or failure should stand!
And while you can certainly run Life-Paths with your very 1st character, it’s best
used as a fun bonus supplement for that 3rd or 4th hero whose story is still unknown.
"Life-Paths” is an independent product published under the Shadowdark RPG Third-Party License and is
not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC."
“Life-Paths” Copyright © 2023. Daniel James. Burning Light Press.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and
available at https://dnd.wizards.com/resources/ systems-reference-document. The SRD 5.1 is licensed under the Creative
Commons Attribution 4.0 International License available at https://creativecommons.org/ licenses/by/4.0/legalcode.
3
a wizard’s path is one of
4
A Wizard’s Path
… begins with the source of their arcana.
is yours a wild force of nature, or did it come from endless study?
choose a path
choose a path
Result = 1 Result = 1
Patience, practice, and time help you overcome You release control, letting your magic flow freely.
the wild urges. If only slightly.
choose a path
1.c - Tutelage 1.d - Dark Voices 1.e - Late Start Y
No magic can occur without creating a While your powers have grown, you While your arcane strength was never o
ripple in space and time. A wave that
can be felt by those with the power to
are beginning to question how next to
improve your magical talents. One dark
in doubt, your ability to shape magic
into what you desire is poor at best.
u
sense such things. One day, while and dreary night, the answer comes Raw power is of little use with no n
training, a strange figure appears at
your door. A wanderer, they offer to
from a whispering voice in your ear.
Its words smooth and alluring, its
training to harness it. As such, you
decide to go in search of formal
g
teach you more of the greater world. promises grand and powerful. knowledge. Even if a bit old.
you are now a skilled wizard filled with wild arcana. enjoy the game!
should you wish to run a path not tread ( 1.c - 1.d - 1.e ), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above * 2nd run: 5-6 success 2-4 failure. * 3rd run: 6 success 2-5 failure.
7
learnt arcana
your time in study continues, with your knowledge expanding each day.
once again, however, your life forks.
choose a path
s OR OR
n cannot learn if exhausted. stay open, you studied. and minor illusions. working with others.
c D6 Roll
do not pass the line
until a path and an D6 Roll
e event are chosen.
Result = 1
Result = 1
You perform wholeheartedly, casting spells with
And while you never noticed that your extra free
flourish and zeal. The act, however, is met with
time made much of a difference, you were always
lukewarm applause. It earnt you enough coin to
glad to have not been required to work.
survive, but that was it.
choose a path
2.c Research 2.d Taboo Tomes 2.e Court Mage Y
Having mastered the basics of magic, Your study led to many long nights in Learning all you could from study,
o
and with your classes drawing to a the great library. One section, however, you decided that it was time to gain u
close, you chose to remain at school
and study more material uses of
was always off-limits, a rule that irked
you to no end. With your studies almost
real life experience. When the chance
arose, you stepped into a young lord's
n
magic; diving further into research. over, you entered the restricted area. court offering your talents and advice. g
Event A: OR Event B: Event A: OR Event B: Event A: OR Event B:
You took to Alchemy and Seen within, you Caught as you The lord took The lord took
studying magical potion craft try to escape by enter, you quickly you on, with your you on, though A
devices, learning
of their design
took your focus;
turning water
using a powerful
spell from one
flee, stealing a
book on the
days spent at court, you were tasked
advising him on with protecting
d
and use. into wine. of the books. way out. all matters. his family. u
do not pass the do not pass the l
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll t
Result = 4-6 Result = 4-6 Result = 4-6
h
Success: Success: Success: Success: Success: Success:
o
Dissecting and Your time spent The spell worked! The librarian Your advice proves A month of quiet o
rebuilding magical
items proves both
before bubbling
cauldrons has
You escape without
being caught.
howls after you
as you scurry
both useful and
heeded. In return,
is broken by an
assassin, your
d
interesting and altered how While you’re not from the library, you learn much quick spellcasting
enlightening. potions affect you. sure how, or why, hidden by your of courtly ways. saving the family.
its use is burned raised hood. Free!
You can identify 2-in-4 chance that +2 to checks You start the
into your mind.
magic items; you don’t use a Start the game relating to courtly game with a
knowing if cursed potion’s consumable Start the game with a rare and diplomacy. You magic item from
or inhabited. charge when drunk. with a tier 3 spell. valuable tome. gain a lord's favor. the lord’s armory.
you are now a trained wizard brimming with knowledge. enjoy the game!
should you wish to run a path not tread ( 2c-2d-2e ), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above * 2nd run: 5-6 success 2-4 failure. * 3rd run: 6 success 2-5 failure.
9
Wizard Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.
Roll Outcomes
1 A birthmark on your neck matches the shape of an ancient arcane symbol.
C 2 Your parents abandoned you at the base of a wizard’s tower, their identity unknown.
h 3 You witnessed a duel between wizards in the city, sparking a love for combat magic.
i 4 You accidentally turned your beloved family pet to stone while playing with a wand.
l
d 5 You met a talking unicorn in the woods, learning to cast Speak with Animals.
h 6 You found a strange book that now follows you everywhere, always in your pack.
o 7 Magic comes easy to you, even in youth. Learning new spells requires only a DC 14.
o
d 8 While playing with potion ingredients, you permanently stained your hands blue.
9 You formed an unlikely friendship with a ghost that haunted your home.
10 You experienced vivid prophetic dreams that hinted at a dark and ominous future.
Roll Outcomes
1 You discovered a lost grimoire in a school’s library, gaining an extra level 1 spell.
A 2 A foul malevolent spirit was unleashed while you were studying forbidden magic.
d
o 3 You spent several years at a prestigious academy, making many powerful friends.
l 4 A magical mishap, while learning to cast fire, led to your family home burning down.
e
s 5 You helped a magically injured fey, they taught you how to Detect Magic in thanks.
c 6 You botched a summoning ritual, resulting in a demon knowing your name.
e 7 Wands sit naturally in your hands, providing +1 to casting while using them.
n
c 8 A tome you discovered holds a map that leads to a rare magical artifact.
e 9 You inherited a magical belt from a adventuring aunt, it grants +1 to AC.
10 A secret society hunts you, seeking knowledge that they believe you hold.
10
Y Roll Outcomes
o 1 You spent a year protecting a sanctuary of a benevolent priest, the church your ally.
u
n 2 You trespassed into a cursed realm, all spell DC’s are 1 tier higher.
g 3 You rescued a noble's child using your magical skills, earning a magic item.
4 You attempted to duel another wizard. Losing, you now fear combat against wizards.
A 5 You successfully deciphered an ancient tome, gaining an additional Tier 2 spell.
d
u 6 You unknowingly fulfilled a dark prophecy, bringing doom to your hometown.
l 7 You rescued a fellow student from a burning themself, forging a lifelong friendship.
t 8 You failed to recognize a cursed object, leading to it crippling your leg.
h
o 9 While exploring ruins, you found a mystical crystal that grants +1 to Spellcasting.
o 10 Your mentor turned out to be in league with necromancers, and was burnt alive.
d
11
a fighter’s path is one of
12
A Fighter’s Path
… begins and ends with violent intent.
is yours a path of noble courage, or one of bloody delight?
choose a path
Noble Birth Common Soul Inner Rage C
Born into a life of wealth and comfort, When you’re born in the mud, where For you, it was always an inner rage
h
it was the sweat, blood, and violence every copper is fought for tooth-and-nail, that brought violence into your life. i
of combat that brought you joy,
that gave you purpose in life.
it makes sense that learning to defend
yourself was par for the course.
A trait passed down in your blood
that brought fire to your actions.
l
OR OR OR
d
Event A:
Your parents, 5th
Event B:
The bastard child
Event A: Event B:
A farmer’s life Your parents guards,
Event A:
Your people were
Event B:
With a family of
h
generation nobles, of a noble family, was too boring. everyone expected nomads, folk who known crooks, o
paid handsomely
for your training.
you were often
treated harshly.
You knew there
was more out there.
you to follow in
their footsteps.
lived with wild
violence everyday.
fighting was just
the beginning.
o
d
do not pass the do not pass the
head to page 14
13
with adolescence knocking at your door,
the events in your life began to shape the person you would become.
choose a path
a Protector Aggressor Trainer
d
o Event: Walking down the street with
a friend, a group of thugs stepped
Event: A group of scoundrels had
begun to linger near you home, making
Event: You knew that if you had any
hopes of becoming a warrior, of
l into your path and demanded your a nuisance of themselves and annoying becoming a knight or a mercenary,
e coin; your friend quick to offer theirs. many residents. You’d had enough. you would have to train long and hard.
s Reaction 1:
OR
Reaction 2: Reaction 1:
OR
Reaction 2: Reaction 1:
OR
Reaction 2:
c You flung yours
into the face of
You let out a
loud whistle
You ambushed them
as they drunk ale
You brandished
the largest thing
There is no better
training than the
Your weapon
would be a part
e the closest thug before raising in the evening. you could find in real thing. You of you, training
n before striking
the next; fast
your fists. You
knew you had
Taking them by
surprise with a
the hopes of
scaring them off.
sought any fight
you could find.
until movements
were instinct.
c and hard. friends nearby. heavy club.
e do not pass the do not pass the
head to page 15
14
as your childhood and adolescence fell to the past, and your life as an
adult came into focus, you sought a path forward; a way to earn a living.
choose a path
Y
Guild Hunter Mercenary o
You sought an organization of like-
minded folk that would accept you.
Confident in your skills, you sought a
way to make a living doing what you
Gold and glory! And the best way
towards both was as a sellsword.
u
Somewhere you could learn, grow, loved most: the hunt. The challenge, You took to the first mercenary n
serve, and make a name for yourself. the danger, the thrill, it consumed you. outfit that came your way. g
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:
You joined a guild You pledged your
of fighters where services to a young
Creatures were Humanoids were
your prey of choice. the true challenge,
Your outfit took
you across the
The defense of the
realm was your A
you cleared rats noble’s retinue. Be they packs of devious and realm and into task, paid to defend d
from cellars and
protected merchants
Tasked with
keeping them
wild wolves, or
giant owlbears
intelligent. You
took to hunting
foreign lands.
War and conquest
castles and towns,
patrol roads, and u
from bandits. safe each day. attacking travelers. wanted criminals. on the agenda. fight off evil. l
do not pass the do not pass the t
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: Mighty Success: Loyal Success: Hunting Success: Each Success: And it Success: From
o
quests followed by defenders, you and beasts who were job was different, was a glorious a keep’s gate, to d
endless ale, life in the retinue kept attacking locals, from murderers victory. Cold nights, the narrow of a
the guild was a your charge alive clearing dens of to thieves. With endless marches, bridge. You stood
time of daring against would-be foul monstrosities. force or words, and foul rations. tall and defended
and excitement. assassins and You relished you brought them But still, victory! the realm against
noble challengers. each challenge. all to justice. all invaders.
Begin the game You’ve traveled the
with 5 XP. This not You hold a +1 damage/attack Begin the game realm and can use +1 AC with
your first quest. powerful noble ally. rolls against beasts. with 3x gold. siege weapons. shields.
You walk with a An assassin’s guild Beasts hold ADV You cannot return -1 to saves against Your morale
pronounced limp. knows your name to surprise you. home, hunted by poison or disease. breaks when people
and watches you. criminals. die around you.
OR OR OR
A Event A:
You sought a
Event B:
A Hill Giant would
Event A: Event B:
You went in search You sought to halt
Event A: Event B:
You sought a gang An infestation of
d Forest Dragon to be your target. A of a mass-murderer a treacherous of goblins that had spiders have taken
You gain +2 to attack rolls ADV to checks for Cannot be charmed You act first when Immune to
dragon scales. against Giants. hunting humanoids. by fiends. outnumbered. spider poison.
should you wish to run additional bonus paths (1-6), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run+: 6 success 2-5 failure.
16
what is a fighter without the tools they use! what bonus path do you follow?
choose a bonus path
5. Physical 6. Weapon
Y
4. Ancient Relic o
A warrior holds no prestige, no value, Perfection Master u
and certainly no glory, until they wield
a named a weapon. A weapon whose
The body is a temple, and a fighter
can only fight while their temple is
You would become one with your
weapon, its handle an extension
n
name alone brings power, inspires
confidence, and invokes fear.
in pristine condition. You sought to
make your body as perfect as possible.
of your arm, the blade your hand,
the arrow your gaze. Perfect harmony.
g
OR OR OR
Event A:
There was no better
Event B:
You would search
Event A:
Athletic fortitude
Event B:
Pure strength
Event A:
You chose a
Event B:
You would become
A
place to find a the realm for your was your means of would win the day. favored weapon the master of d
named relic than
the depths of a
relic, the height of
a mountain, the
perfection. To be
able to run all day
The mightiest of
warriors were
and spent all your
waking hours
every weapon,
learning to use
u
mega-dungeon. depths of a valley. and fight all night. always strong. practicing with it. each with skill. l
do not pass the do not pass the t
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: You Success: Fighting Success: A Success: A score Success: The Success: Each
o
scoured dusty past griffins, triathlon each day, of chickens, a whole weapon and you day a new weapon, d
alcoves and leapt goblins, and scores weapon practice pig, and half a cow. became one. a new skill to
over hidden traps. of bandits, you each night. You The average meal You slept with it, master. You learnt
Fought off beasts eventually found crafted a body while you hurled you ate with it. them all, from the
and sidestepped a temple at the that is the epitome boulders the size It never left mundane to the
thieves. And at the heights of a great of perfection. of men across the your gaze. Your exotic. Every one.
dungeon’s deepest mountain. A relic yard. Your muscles movements art.
1/per encounter You gain an
depths, success! bathed in sunlight. have muscles.
you move double Weapon Mastery is additional
+1 Relic of +2 Relic of Near and still +1 STR. Cannot lose +3, but you can only Weapon Mastery.
Players choice. GMs choice. make an action. at arm wrestling. use those weapons.
should you wish to run additional bonus paths (1-6), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run+: 6 success 2-5 failure.
17
Fighter Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.
Roll Outcomes
1 You always had an eye for hitting far away objects. +1 Ranged Attacks.
C 2 You watched a cousin be killed by thugs, stoking a burning need for justice.
h 3 You were a nimble child, always on your feet darting around. +1 to DEX
i 4 Constant nightmares filled your dreams, leaving you oft to wake in a sweat.
l
d 5 Lucky, you seemed to be smiled upon by the gods. +1 Luck Token each day.
h 6 You stood up for a friend being bullied, but took a hard blow to the head. -1 INT
o 7 You spent a summer helping in a stable, learning to ride horses proficiently.
o
d 8 You were attacked by a Stingbat, barely escaping. You fear flying creatures.
9 Serving as a squire to a noble, you learnt how to behave and act in noble circles.
10 You took failure poorly, with the worry only making it worse. Critically fail on 1 & 2.
Roll Outcomes
1 A old soldier took a shine to you, teaching you a few tricks. Bonus Weapon Mastery.
A 2 Your weapons instructor loved to use a cane, the scars on your back still visible.
d
o 3 A noble youth enjoyed sparring with you, making a lifelong friend from the practice.
l 4 While strong, you always felt bulky, unable to pull yourself up rope.
e
s 5 You learnt to have eyes in the back of your head; always wary. +2 to initiative.
c 6 You’re restless from years in lice-ridden beds. Resting Interruptions are DC 13 CON.
e 7 You were always happy with whatever you ate, never bothered by plain food.
n
c 8 Hazed by peers, they locked you in a closet overnight. You now fear being trapped.
e 9 You journeyed to an ancient battleground and came across a buried +1 shield.
10 You’re terrible with flint and steel, always requiring others to create fire for you.
18
Y Roll Outcomes
o 1 You spent some time in a smithy, learning to repair your own equipment.
u
n 2 You were the only survivor of a deadly battle. Survivor’s guilt plaguing you.
g 3 A mentor taught you to harness your aggression. Once per day, deal double damage.
19
a priest’s path is one of
Holy Righteousness!
20
A Priest’s Path
… begins with the holiest of connections.
is yours a voice to stir the masses, or a power to be unleashed on the unholy?
choose a path
head to page 22
21
as the connection between you and the gods grew stronger,
an event brought forth an inner calling.
choose a path
a
d Faith Healer Holy Warrior Pious Soul
o Event: Though in his prime, an Event: While visiting a nearby hamlet, Event: Rumors spun of priests
l older priest who you had become
close to was struck down by a
you came across a fiendish encounter.
A foul imp had cornered a farmer, and
who took coin to look the other way,
to forgive what was unforgivable.
e mysterious illness that no one was attempting to steal their soul. It was something you didn’t believe
s seemed able to cure. until you saw it firsthand.
c OR OR OR
e Reaction 1:
You sought the
Reaction 2:
You poured
Reaction 1:
You charged into
Reaction 2:
Staying hidden,
Reaction 1:
You went to the
Reaction 2:
You decided to
n answer through through doctrine the room, your you focused your highest authority confront the priest
c the gods, focusing
on prayer and
and ancient texts,
hoping to find
weapon raised to
fell the unholy
powers to drive the
devil back from
within the church
that you knew.
yourself, knowing
that righteousness
e communion. a cure. abomination. whence it came. Seeking their aid. was on your side.
head to page 23
22
before your training could come to an end, a task was placed before you.
a path in which your skills would be tested to their extremes.
choose a path
Holy Quest Holy Vision Holy Relic Y
To prove your readiness to face the In the night came a vision, but not of It is not just the ability to commune
o
world, to cleanse the unholy in all its holy guidance or prophetic dreams, with the gods that guides a Priest u
forms, you were tasked with a quest.
A chance to prove yourself before god.
but one of darkness and death.
A dream in which the dead rose again.
upon their path. Holy Relics are both
the weapon and soul of their faith.
n
g
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:
The ghost of a
wronged child
Your task was
simple yet hard.
The vision led you
to an ancient crypt,
Your vision led
to the gates of a
You were sent
on a pilgrimage,
A Priest can
hold no greater
A
haunts a local You were sent a befouled place of cemetery, a place a journey to the connection with a d
village. You’ve
been sent to see
across the land
to collect tithings.
darkness and death.
But you knew your
where the buried
would rise. Your
heights of a sacred
mountain. It was
relic than that of
one they have
u
them placed back The roads long task, and raising task, to perform at its pinnacle imbued with holy l
on their path
in peace.
and paved with
untold evils.
your weapon you
went beneath.
a holy rite, and
end its curse.
that you would
find your relic.
power themself.
Your task set.
t
h
D6 Roll
do not pass the
line until a path
D6 Roll
do not pass the
line until a path
D6 Roll
o
and an event
are chosen.
and an event
are chosen. o
Result = 4-6 Result = 4-6 Result = 4-6
d
Success: Bringing Success: From Success: The Success: Just as Success: The Success: After
together the child bandits, to hags, barrow was filled the moon reached journey was one of weeks of silent
and a beloved toy, to folks in need, with the undead. its zenith, and the exotic wonders and prayer and fasting,
you were able to the road held many But with holy fire ground churned spiritual delights. and hours spent
ease its suffering, perils. Thankfully, you sent them back below, you finished And, after an communing over
sending it onward. your faith (and wit) to where they came. the ritual. A quiet arduous climb, you the relic, it is
saw you through. Cleansing the tomb. calm returning. reach the peak. complete. Sacred.
You can calmly
speak to any ghost +1 to WIS or CHA You learn Turn Undead, -1 You gain a +1 relic You gain a +1 relic
or living spirit. Cleansing Weapon. to creature’s save. of the GMs choice. of your choice.
you are now a trained priest of the holy order. make your god proud!
two bonus paths exist for the priest; paths that shape who they are. available pages 24 & 25.
23
a priest is little without their faith! what moment touched you.
OR OR OR
A Reaction 1: Reaction 2:
You fought against You sought to sway
Reaction 1:
The loss of the
Reaction 2:
You believed that
Reaction 1:
You took to
Reaction 2:
It was in the
d the extremists, the fanatics through connection hurt, the loss was caused embodying your promotion of the
u standing up for
what you believed
internal powers,
seeking changes
so you set out to by another deity.
rekindle the link That you must find
god in all forms.
From the physical,
church and these
acts that saw
l to be your god’s in the church and through prayer and answers to hear to the spiritual, to yourself fulfilling
t true intent. its practices. acts of service. your god once more. your very actions. your duty.
a priest can tread one path from both 1-3 & 4-6. for example, should 2 be chosen, 1 & 3 cannot.
should 6 be chosen 4 & 5 cannot. the second path (6 in this example) holds the higher difficulty.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure.
24
faith is spread through many ways. how is yours displayed to the world.
a priest can tread one path from both 1-3 & 4-6. for example, should 2 be chosen, 1 & 3 cannot.
should 6 be chosen 4 & 5 cannot. the second path (6 in this example) holds the higher difficulty.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure.
25
Priest Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.
Roll Outcomes
1 You spend days studying old tomes and scriptures. You learn an ancient language.
C 2 The simple food provided to you gave little nourishment for a growing child. -1 CON.
h 3 Your early years were filled with chores. Menial tasks not bothering you the least.
i 4 The Order relied heavily on discipline, creating a fear of disobedience in you.
l
d 5 Your mentors were prestigious theologians, passing on extensive knowledge. +1 WIS.
h 6 You struggled to read the hand of others while studying. Scroll Spellcasting DC = 11.
o 7 The order invested in your talents early, pushing you in training. Bonus Tier 1 spell.
o
d 8 You failed a test of faith, with your hand burnt heavily by the cleansing fire.
9 You hold the voice of an angel, able to sing hymns like an angel.
10 Your nights were often filled with troubling dreams, never quite sleeping properly.
Roll Outcomes
1 You always felt the guiding hand of your god when faced by difficult choices.
A 2 You were accused of blasphemy, receiving 20 lashes that scarred as punishment.
d
o 3 Wands have always felt natural to you; flick and swish. Wand Spellcasting DC = 9.
l 4 You grew into awkwardness that was only made worse by being in the Order. -1 CHA.
e
s 5 Luck is always on your side, especially after prayer. 1 Free Luck Token each session.
c 6 While able to cast away the undead, you secretly hold a great fear of them.
e 7 While scripture would bore you, physical training came easy. +1 to melee attacks.
n
c 8 You often snuck out, giving in to temptations found in town. You are addicted to vice.
e 9 You were well-liked as a youth. You hold friendships with Priests across the realm.
10 While strong of personal faith, you hold contempt for much of the Order.
26
Y Roll Outcomes
o 1 You inherited an ancient tome from a mentor, though cannot decipher it fully.
u
n 2 You failed to save your first diseased villager. You now greatly fear failing the sick.
g 3 You met a well-traveled Priest who visited your town. They taught you cast Light.
4 You secretly covert the freedom that those not of the Order hold.
A 5 You used magic to save an injured animal. Ever since, you could hear their thoughts.
d
u 6 You were afflicted by a curse from a rival god while fighting their followers. -1 to WIS.
l 7 You removed a curse from a nearby Lord’s cemetery, the noble granting you a boon.
t 8 You feel constant guilt for not living up to your god’s ideals. You pay weekly Penance.
h
o 9 You grew into your arcane talents beyond every expectation. DC to cast spells is 9.
o 10 Your God has laid upon you a quest that you do not feel you can complete.
d
27
a thief’s path is one of
Shadows & Skulduggery!
28
A Thief’s Path
… begins with ill-intent and troubled times.
is yours a path of violent brutality, dark shadows, or cunning smiles?
choose a path
Thug Shadow Swindle C
It was through violence that your story The shadows were your home, and as a You had a way with words, easily able
h
began. There were few shadows and child, you could disappear in an instant. to trick the foolish and impressionable i
hidden knives, yours was a tale of
violence, intimidation, and aggression.
Nothing was safe from your sticky
fingers when night overtook the land.
into believing anything you wanted.
Your tongue spinning tales with ease.
l
OR OR OR
d
Event A: Event B: Event A: Event B: Event A: Event B: h
You grew up Your size meant you
mugging travelers could boss around
You survived by
robbing houses
Your fingers crept
into pockets and
You played the part
of a poor, innocent,
You ran cons
tricking travelers
o
and drunks. the other street while folk slept, bags in dark lost child. Tricking and nobles, o
Threats of coin
or violence.
urchins, taking
what you needed.
stealing food,
clothing, and coin.
taverns and busy
marketplaces.
kindly people from
their coin.
offering aid while
stealing coin.
d
do not pass the do not pass the
head to page 30
29
a life on the wrong side of the law causes you to grow up quickly.
while other adolescents were studying or just beginning apprenticeships,
you were already deep in your trade. a regular at your own place of work.
choose a path
a
d Houses Streets Taverns
o You stuck to houses in the merchant
and noble parts of the city. Places
The streets were your playground,
robbing from the unsuspecting or
Taverns, inns, brothels, and game
houses were where you plied your
l where coin and valuable goods were holding up the weak and unprepared. skills. Tricking eager fools or selling
e always on hand. Coin for the taking. illegal wares, it all suited you.
s Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
c You broke into a You broke into a You set up a You slinked your You worked out You hustled
e noble’s home in
search of a safe.
merchant’s home in
the search of
shakedown in a
dark backstreet,
way through busy
streets, cutting
of a backroom,
helping to fence
travelers from
their coin with
n Gold and jewels specific, valuable demanding coin coin purses and stolen wares and rigged games of
c calling your name. documents. for passage. stealing wares. sell illegal goods. cards and dice.
Start the game You had stolen a Your reputation Dex +1 You know the You gain ADV to
with 3x gold. treasure map, one intimidates folk value of gems trick people of
you copied. in poor areas. and jewels. weak will.
head to page 31
30
at one point or another, nearly every thief joins a guild. some hold control
over entire towns, others jostle for power. some are niche, working in
specialty fields, others the jack-of-all criminal organizations.
choose a path
head to page 32
31
it’s rare for criminals or their activities to survive forever.
and your path eventually hit a roadblock that would send it in a new direction.
choose a path
Y 1. - Caught 2. - Fled
o
u Event: Your old life, your plans, your home, all came
crashing down in a job gone to hell. Everything had
Event: You knew things had gone from bad to worse
when guild members started disappearing. When people
n started smoothly, the details given by the street urchin who seemed like brothers and sisters were stabbing each
g were sound, the guards were easily distracted, and you
had made your way inside the building with ease.
other in the back. When the guards no longer took
your bribes, and the shopkeepers started fighting back
But it had all been a charade, a trap set and sprung against shakedowns and thefts. It was time to get out
just to catch you. And it worked. of dodge before things got worse.
A OR OR
d Reaction 1: You cut
a deal, you’d work for
Reaction 2: Your
guild broke you out,
Reaction 1: You
took everything you
Reaction 2: You
sought out as many
u them, snitch for your but it was costly, could grab, even if useful folks as you could
l freedom. It’s a dog
eat dog world.
and it was debt you
now owed.
it wasn’t yours, and
fled from the guild.
find. Start the guild
again somewhere new.
t
h do not pass the line
o D6 Roll until an event and a
reaction are chosen.
D6 Roll
o
d Result = 4-6 Result = 4-6
Success: You played it Success: To your luck, it Success: And it turned Success: You and a few
perfectly, passing on just was a debt you had little out to be a lot, your pockets others fled, and while you
enough details to please struggle in paying. Between flush with enough coin to had to start again, the new
the guard, and few enough coin stashed away, and a few start again new, and as crew were solid, no slouches,
that no one would ever favors called in, you were someone of wealth. and your position in the
know it was you. square again in no time. guild had only improved.
Though wanted by your
Loved by all, with your While it cost you your guild, you were rich The new guild was a tight
betrayal unknown. savings, it was a clean slate. enough to start again. group, happy to keep going.
Result = 1 Result = 1
It must have been your lucky day, however, for you You fled as swift as a fox and didn’t look back. A few did
weren’t in prison a day before someone started a riot, the same, but none stayed close for long. And before you
quickly escaping during the chaos. knew it, you were in a new town with a new name.
32
what bonus moment of underhanded courage shaped your life?
+1 damage when +1 to Initiative A group of people +2 damage against Begin the game You own a manor
the first to act. rolls. hold a great loyalty a target that has with a magic ring. in the countryside.
towards you. injured you.
The fall injured -1 to Initiative You spent a year -1 attack/damage Begin the game Unlucky, you can
your off arm. You rolls. as a slave before rolls when below with 1/4 gold. only keep luck
can’t use shields. you could escape. half health. tokens for 1 hour.
should you wish to run an additional bonus path 1-3, you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run: 6 success 2-5 failure.
33
Thief Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.
Roll Outcomes
1 You practiced picking pockets in crowded marketplaces. +2 to Delicate Tasks.
2 You struggled for years to steal enough food to live off. -1 to CON.
C 3 Forced to live off whatever you could scrounge, you aren't fussy about what you eat.
h 4 Growing up in a crowded city, you hate places that are inhumanly quiet.
i
l 5 Your childhood friend and fellow thief still lives. An ally to call upon when in need.
d 6 While part of an urchin gang, you were betrayed. You struggle to trust others.
h
o 7 You learnt a special thieves language from a guild. Parts of it used all over the realm.
o 8 Your eyesight was poor since birth, needing glasses to see.
d 9 You stole a magical robe of protection from a wizard. It gives +1 to AC.
10 You never held any type of formal education and now cannot read scrolls.
Roll Outcomes
1 You spent time with a performing troupe, learning to make disguises from anything.
A 2 You were caught stealing and had the mark of thief branded on your hand.
d
o 3 You spent years training your reaction speed. +1 to attack rolls if first to act.
l 4 A stray club from a guard knocked you senseless one day. -1 to INT.
e
s 5 You’ve tested so many poisons that you’re partially resistant. +2 to Poison saves.
c 6 You were nearly burnt to death in an arson gone wrong. You hate large fires.
e 7 You stole a potion from an alchemist and dared to drink it. Refreshing, +2 max HP.
n
c 8 You spent many years in the shadows, finding it hard to act normal in the light.
e 9 You spent years in taverns swindling fools, you can act drunk better than most bards.
10 Spat on and ridiculed by nobles, you hate their company and condescending ways.
34
Y Roll Outcomes
o 1 You helped a guard cover-up a crime they accidentally committed. They owe you.
u
n 2 Your wanted in nearly every city in the realm, often forced to the countryside.
g 3 You learnt to track people in busy streets. ADV tracking humanoids in urban settings.
4 You missed a blade trap, a massive scar down your face an eternal reminder.
A 5 You got lucky stealing from a merchant. Start the game with a diamond worth 250 gp.
d
u 6 Tricked by magical items before, you’re incredibly hesitant to touch them again.
l 7 You’ve fenced so many stolen objects, you can now tell an items worth on sight.
t 8 You ended up on the wrong side of a thieves’ guild. They have a price on your head.
h
o 9 Your senses so keen you can notice the air moving. ADV detecting invisible creatures.
o 10 You’ve been caught in a trap before. Never again. You panic if immobilized.
d
35
a bard’s path is one of
36
A Bard’s Path
… begins with talent, with a natural urge and ability to perform.
in what manner did your talents manifest?
choose a path
Performer Musician Storyweaver C
Leaping about, performing tricks You would sing or play instruments You had a way with tales unlike any
h
and sleight of hand, telling jokes, and whenever you could, and often in of your peers, able to catch the i
putting on plays; you did anything to
entertain those around you.
tune and to melodies you had only
ever heard once or twice.
imagination of your friends and
family from an incredibly young age.
l
OR OR OR
d
Event A:
You loved to create
Event B:
Emotions sat at
Event A: Event B:
Your true talents From cello to flute,
Event A:
Your best stories
Event B:
It was your
h
acts that would the heart of your arose from your instruments were arose from your incredibly detailed o
shock and amaze
the audience. An
acts, from jokes
and laughter, to
voice; pitch perfect, your jam, coming
melodic in tone, natural to you at
imagination; able
to improvise and
recollection that
made your stories
o
outrageous child. loss and sorrow. and ever rhythmic. first touch. lie on the spot. so realistic. d
do not pass the do not pass the
head to page 38
37
as you grew into your youth, it became clear that your natural
talents required nurturing to allow for their continued growth.
choose a path
a
d School Troupe Maestro
o As you grew older, your parents chose
to send you off to a school of the arts,
There is no better way to learn a skill
than by putting it to practice, and thus
To get the most out of your skills, and
because your family could afford it,
l a place where talented students could you were quickly thrown in with a a private tutor was arranged to
e refine their skills, learn more of the
world, and meet fellow peers.
traveling troupe of minstrels, acrobats,
beasts, and magicians.
further your training. Each day you
practiced under their watchful eyes.
s
c Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
e The school was
not just for the
It was in those
walls of learning
The greatest part Each week saw you
of the troupe was traveling to new
The tutor was a
firm, strict, and
Your tutor saw
magic in music,
n arts, with magic that you met your that they did towns. Not only did disciplined teacher. art, and the world
c taught to all who
held any affinity
closest of friends.
A confidant
everything. You you grow in skill,
learnt countless but you learnt much
To them talent
was only of value
at large. An
effervescent soul
e for the skill. beyond all others. new skills. of the realm. through perfection. filled with wisdom.
-1 to Magic You’ll never fully -1 INT Travel quickly Perform Checks Prolific is now
Dabbler rolls. trust again. exhausts you. are 1 DC higher. a bonus d4.
head to page 39
38
reaching adulthood you set out to find your story. be it as a key piece
in another’s ballad, or a tale that you have spun from adventure and glory.
choose a path
Theater Royalty Journey Y
It was in the Theater that you knew One of your first positions was The best stories are ones that a bard
o
you belonged. Amongst peers of equal taking court in royal halls, acting as has lived themselves; tales of heroics u
skill and talent, where you could earn
unimaginable renown and gold.
entertainment to nobility, dignitaries,
and other folk of influence.
and adventure that they were not
only there for, but were a part of.
n
OR OR OR
g
Event A: Event B: Event A: Event B: Event A: Event B:
The performance Your show dove In the late hours A royal wedding You and a You and a
was based on a into the mythos you were called to was the true test group of skilled company of heroes
hero’s tale, an of the gods. A entertain a group of of your skill; adventurers went went to slay a foul A
extravagant piece
that covered the
sprawling treaty
on religion,
foreign dignitaries
whose happiness
helping to create
the perfect day
forth to recover
a great relic long
beast that had
been plaguing the
d
life of a famous symbolism, and was key to the for the royally been thought lost land. A noble and u
ancient warrior. life itself. realm’s prosperity. betrothed. to the world. righteous quest.
l
D6 Roll
do not pass the
line until a path
D6 Roll
do not pass the
line until a path
D6 Roll
t
and an event
are chosen.
and an event
are chosen. h
Result = 4-6 Result = 4-6 Result = 4-6 o
Success: It was Success: The Success: During Success: A Success: By your Success: The o
your performance
of the hero’s
show touched on
a holy subject
a rather vicious
argument, you
beautiful and
moving serenade
return you held a
tale filled with
heroic charge, the
valiant sacrifice,
d
death that truly with care. A fact chimed in with a to love brought traps and treasure, the bloody victory.
stole the show. that was greatly quip that broke the great joy to the dead gods, and An enemy lain
The applause a appreciated by tension, potentially couple and all forgotten lands. down forever.
thunderous affair. the church. stopping a war. in attendance. A grand tale.
A tale that
Your performance The church holds The ruler owes Noble lords An epic ballad always puts you
famous across you in very you a small debt and ladies seek that always earns in good standing
the land. high esteem. of gratitude. out your voice. coin in a tavern. with guards.
you're now a trained and experienced bard. get out there and entertain!
bonus paths (which are recommended for the bard) are available on pages 40 & 41.
39
what bonus event shaped your young life?
choose a bonus path
Y 1. Faltering
o 2. Criminal Plans 3. Magical Ways
u Conclusions Event: Not all of a Bard’s exploits Event: Magic is part and parcel for
Event: On a dark and stormy night, are noble in nature, with some of the a Bard, from the magic of their voice
n in the heart of a warm and cozy inn, greatest tales coming from the darkest to their use of arcane trinkets. While
g you enthralled a crowd with a tale of
love and loss. But as the story drew
deeds. On one such caper, you were
faced by a choice, watch a truly
out traveling one day, you met a wizard
who offered to improve your skills
to its end, you blanked on its finish. innocent suffer or interfere. through mystical rites. At a cost.
A Reaction 1:
OR Reaction 2: Reaction 1:
OR Reaction 2: Reaction 1:
OR Reaction 2:
l laughter. It was a
comedy after all.
the loss of love
and life. Tragedy.
hoping to sway
their actions.
would live to tell
their tale.
it as booming as
the gods.
read and listen
to people.
t
h D6 Roll
do not pass the
line until an event
D6 Roll
do not pass the
line until an event
D6 Roll
o and a reaction
are chosen.
and a reaction
are chosen.
should you wish to run an additional bonus path 1-6, you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run+: 6 success 2-5 failure.
40
what bonus event shaped your young life?
choose a bonus path
4. Patron Wants 5. Wild Gossip 6. Giant Woes Y
Event: Most Bards seek two things: Event: At a gala filled with rich Event: While out hunting with a noble
o
fame, and a very wealthy patron. patrons, rival artists, and peacocking and his entourage of knights, the group u
While you were lucky to find the latter,
they began making strange demands.
nobles, you overheard a ghastly rumor
about a very, very rich merchant.
entered the lands of a dragon who was
none too pleased with the incursion.
n
Reaction 1:
OR
Reaction 2: Reaction 1:
OR
Reaction 2: Reaction 1:
OR
Reaction 2:
g
You went along You rebuffed the You left to compose You delicately You joined the You searched for
with the strange patron, running a song from the crept up to the group as they the best–and
requests. You were away with what rumor. Your ditty merchant, offering charged forward, safest–vantage A
getting paid to
perform anyway.
you believed you
were owed.
would be the first
people heard.
your silence at
a hefty price.
a grand tale this
would be!
point to watch the
glorious battle.
d
do not pass the do not pass the
u
D6 Roll line until an event
and a reaction D6 Roll line until an event
and a reaction D6 Roll l
are chosen. are chosen.
t
Result = 4-6 Result = 4-6 Result = 4-6 h
Success: Your Success: Slipping Success: And it Success: With Success: With Success: And o
patron turned out
to be a budding
away in the night,
you took off with
was, by days. Your
limerick heard on
shame and
frustration the
sword raised you
charged into the
what a sight to
behold. High on o
playwright, and
the silly requests
a large stack
of coin and an
street-corners and
in taverns across
merchant relented.
Succumbing to
fray; offering
inspiring words
a cliff you took
in the incredible
d
wove into a item from their the city. the blackmail. and witty jabs. battle, studying
wondrous show. private collection. every blow.
You always seem Start the game Inspire is a
You learn to craft Start the game to know gossip with 3x gold and DC 10 if used +2 Ranged attack
costumes, able to with 2x gold and about famous a merchant who during combat. rolls if holding
make outfits from a mystery item. people you meet. despises you. an overview of
almost nothing. the encounter.
should you wish to run an additional bonus path 1-6, you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run+: 6 success 2-5 failure.
41
Bard Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.
Roll Outcomes
1 Born as cute as a button, little has changed. You are incredibly good looking.
C 2 You have one instrument you love above all else, even people, and won’t touch any other.
h 3 You come from a long line of celebrated and successful bards, your name famous.
i 4 A close relative was murdered by a bandit. You now avoid the use of melee weapons.
l
d 5 You spent a year under the tutelage of a wizard. +1 to Magical Dabbler rolls.
h 6 Struggling to make friends, you used comedy for attention. Often in poor situations.
o 7 Your parents encouraged you, especially around others. Perform checks are 1 DC lower.
o
d 8 Accustomed to fine bedding since a young age, you struggle with sleeping roughly.
10 A clever child, you never saw the need for physical activities. -1 STR.
Roll Outcomes
1 Empathizing with others seems to come natural to you; easily understanding people.
A 2 Singing jests at the local drunk turned poorly when they cut your face. A deep scar.
d
o 3 Your entertaining performances always kept you with food. Your Max HP starts at 6.
l 4 Bullied by a noble, your responding mockeries stuck. The family seeks your demise.
e
s 5 You spent a summer learning courtly ways and know much of the region’s politics.
c 6 You struggle to be around those who can’t take a joke. Pompous fools all of them.
e 7 The first epic tale you spun became famous, often heard in taverns across the realm.
n
c 8 You’re more bark than bite, and won’t ever be the first into a fight.
e 9 A warrior fond of your singing traded training for song. +1 to melee/ranged attack rolls.
10 You dove into alcohol and illicit wares at a young age, unable to break the habit.
42
Y Roll Outcomes
o 1 You spent time reading scrolls of an ancient lost tribe. You learn a rare language.
u
n 2 You’re unwelcome in a small region of the realm. One too many insults at the ruler.
g 3 You hold the ability to inspire awe and stir emotions with your words. +1 to CHA
4 You don’t do shields. Clumsy things, they make your arm too tired to play.
A 5 A traveling merchant is completely enamored by you, offering discounts when met.
d
u 6 Dabbling with magic has always been costly. Critical fails cause 2x Wizard Mishap rolls.
l 7 You took on a young apprentice who now follows you around carrying your luggage.
t 8 Your nights gallivanting are far too exuberant. Carousing costs double in your presence.
h
o 9 A rich noble is a patron of your talents, sending you (100gp x Level) each month.
o 10 You’re incredibly fickle with clothing, often needing something new and shiny to wear.
d
43
a ranger’s path is one of
44
A Ranger’s Path
… begins with fauna and flora, with a love of wild lands and the creatures
that roam their ever-changing lengths. but how did your connection form?
choose a path
Wild Born Animal Friend The Explorer C
You were born to the wilds, a child As a child you held an instinctual love Ever since you could walk you sought
h
of nature and the animal kingdom. for all creatures, be they big, small, to explore. To dive headfirst into the i
To be a Ranger, to explore and learn
of the wilds, it was in your blood.
ugly, or cute. They were your friends,
your companions.
unknown, to discover what was over
the next hill, to see it all.
l
OR OR OR
d
Event A:
People joke of
Event B:
Your parents were
Event A:
It was the
Event B:
Animals seemed
Event A:
This desire was
Event B:
Much of your
h
being raised by hermits who kept connection you felt to return the nurtured by the exploration was o
wolves, but you to the very fringe
were literally found of society; living
to your childhood
pet that formed
love, always
warmly coming
very fact that your
parents traveled
down to the
boundless energy
o
in a cave at 6. one with nature. this love. to visit you. for their vocation. you held. d
do not pass the do not pass the
head to page 46
45
your childhood circumstances were not the only thing that shaped who
you would become. as you entered adolescence you set off down a path.
choose a path
a
d Game Hunter Wild Guide Forager
o You sought to hunt, learning all you
could of tracking, stealth, animal
Mastering traversal of the wildlands
was the future you saw for yourself.
The world offered an abundance of
wealth for those who knew what to
l weaknesses, trap crafting, and much Surmounting impossible terrain, look for. From food, to curatives, to
e more. A role that could feed villagers
and clothe their backs.
guiding settlers, recovering the lost,
a life ever on the road.
crafting materials, you went in search
of it all; ever keen to learn.
s
c Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
e You sought to For you it was You put your focus Knowing you Your time was Your study was
n master striking
targets from
about the hunt.
The stealth,
into traversing
the lands; always
would be guiding
others, proper
spent learning
how to properly
that of how
different materials
c range. A silently the tracking, the seeking the best preparation became identify what the interacted with
e perfect kill. laying of traps. way forward. your bedrock. land could offer. each other.
choose a path
Protected Land Wild Journey New Lands
Y
o
Event: A towering ogre has begun
haunting the land near a beloved
Event: A merchant caravan has
hired you on to lead their procession
Event: The local liege has put forth a
desire for new lands to be found that u
lake; a place frequented by both man through an uncharted part of the might be suitable for a town to be n
and beast. Its refuse is corrupting
the waters, and it must be removed.
realm; with the hopes of connecting
two cities via a new trade route.
settled on. Taking up the challenge,
you’ve headed into the unknown. g
OR OR OR
Reaction 1: Reaction 2: Reaction 1: Reaction 2: Reaction 1: Reaction 2:
You sought the
aid of the local
You aimed to lure
the giant beast
You took the job
with the condition
While caring little
for the merchant,
You chose to stick
to the coastline,
You dove into an
immense forest
A
militia, forming away from the site. you could detour you desired to following the that bordered the d
a plan of stealth
and surprise.
Pushing it toward
a trap.
via a sacred grove
you sought to visit.
make good with
their guild.
twists and turns
of the water.
realm, hoping for
a quaint grove.
u
l
do not pass the do not pass the t
D6 Roll line until an event
and a reaction
are chosen.
D6 Roll line until an event
and a reaction
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: The Success: You Success: The Success: The Success: You Success: You
o
plan worked,
overwhelming
baited the Ogre
to a waterfall
journey went well,
with your side-
journey was a
success, with you
came across a
secluded bay that
find a secluded
elven village.
d
the beast before where you used jaunt to the grove safely navigating would be perfect They offer you
it knew what a log to knock it an easy addition. the caravan at a for a small a treasure if you
was happening. off the edge. The soothing hefty speed. fishing village. keep their home
waters a wonder a secret.
+1 to attack and You hold ADV Contracts/quests Start the game
to bathe in.
damage rolls for setting from guilds pay with 3x gold. Gain a magic
with surprise. up traps. +2 Max HP. you a 2x rate. item (GMs choice).
terrains ~ creatures
Y 1. Desert
o Endless dunes of shifting sands, scorching
1. Giant Beasts
u sunlight, and frozen nights, the desert is a
From snakes to toads to boars, many bestial
n harsh and relentless land that leaves no place
creatures can been found in their giant form.
The trick is knowing their weak spots.
g for the weary or ill-prepared.
2. Forest 2. Arachnids
A Shifting jungles where one can’t see past their Spiders fill many souls with dread. However,
some take this fear and turn it into violence,
d nose, shadowed woodlands that roll on forever, and
dense forests of ageless trees that hold creatures
aimed directly at the eight-legged freaks.
u who have pierced the very fabric between realms.
l 3. Jellies
t 3. Mountain Oozes, gelatinous beasts, slimy puddings, and
h Soaring peaks filled with immense giants amorphous monstrosities, creatures made of
slopping, sticky substances that itch and burn.
o depths
and ancient dragons, to their dark and twisting
packed with precious metals and untold,
o ageless horrors. 4. Goblinoids
d Goblins, hobgoblins, bugbears, and all of their
4. Grassland filthy kin, these aggressive scavengers are
scattered across the realm in swarming clans.
Sprawling fields of endless grass-cover plains
that are roamed by hordes of beasts, nomadic folk,
and travelers of all kinds. The plains the ideal land 5. Giantkin
to cross when not faced with natural disasters.
Colossal creatures, these once-mighty rulers now
cling to distant parts of the realm. Incredibly
5. Wetland powerful, with rival dragons their only equal.
Putrid boglands, drenched swamps, and fetid
marshways; the realms of poisonous plants, 6. Dragons
haunted waterways and devious fey beings.
Ancient wyrms that rule the sky, their love of
A land best avoided by those unprepared.
treasure is often only equal to their arrogance.
Only the bravest souls dare stand against them.
6. Arctic
The desert of ice and snow, a land that will Alternate / Other
swallow you whole should you give it fair warning.
GM and/or player may choose any sub-section
Be it icy coastlines or alpine hills, glacial rifts
of monsters, or specific monster, of choice.
or snow covered plains. Its cold touch never ends.
48
rangers hold incredible connections to the land, plant-life, and beasts.
you felt this connection the most with...
should you wish to run an additional bonus path 1-3, you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run: 6 success 2-5 failure.
49
Ranger Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.
Roll Outcomes
1 You were raised deep in the forest, learning of nature and beasts from a young age.
C 2 Raised far from civilized societies, you never learnt common household manners.
h 3 Spending years traversing wild lands, you learnt how to easily find water sources.
i 4 You suffered a childhood illness and were unable to find help living in the wilds. -1 CON.
l
d 5 From youth you were taught to read animal tracks and spores. +2 Tracking beasts.
h 6 Growing up you slept on hard floors and now find soft beds unbearable.
o 7 You crafted your first bow by hand; a great learning experience. +1 to ranged attacks.
o
d 8 Attacked by a creature as a child, you now fear them. Player/GMs choice which creature.
9 Your parents were incredibly knowledgeable about plants. You can identify most by sight.
10 While you spent significant time with animals, you never learnt how to ride a horse.
Roll Outcomes
1 Your parents are/were famed hunters, their name still renowned across the realm.
A 2 Ill-luck follows you when not in the wilds. -1 Luck Token if away from nature for 24 hrs.
d
o 3 While traveling the land you made friends with a collective of nomadic druids.
l 4 An incident with a poisonous toad went poorly. You now have DISADV on poison saves.
e
s 5 You’re often lucky with Herbal Remedies. Critical rolls grant two of the desired Remedy.
c 6 You ventured into lands cursed by a foul spirit. It now haunts your dreams.
e 7 An expert guide, overland travel is one cadence safer for Random Encounters.
n
c 8 You never quite mastered reading, rarely getting the chance in your younger years.
e 9 You hold a sixth sense for discerning tracks, able to identify any creature with ease.
10 A poorly made Herbal Remedy scarred your throat, making speech difficult. -1 CHA.
50
Y Roll Outcomes
o 1 You spent time training with a warrior you guided across the wilds. Learn one weapon.
u
n 2 You struggle to understand the concept of haggling. Start the game with 1/2 gold.
g 3 You set forth and conquered the land’s highest peak, overcoming an incredible challenge.
4 You hate the feeling of your body being restricted and won’t wear metal armor.
A 5 You meet a druid who helps perfect your salves. A Salve Remedy heals 2 HP.
d
u 6 Unaccustomed to Urban areas, your Wayfinder stealth ADV doesn’t apply within them.
l 7 You save a small wild animal from a trap, the creature following you around since.
t 8 Unbeknownst to you, you went hunting in royal lands. A warrant now sits on your head.
h
o 9 You defended a sacred grove from arsonist bandits; rewarded with a relic (GMs choice).
o 10 Accustomed to the open sky, you become uncomfortable when underground for too long.
d
51
a witch’s path is one of
52
A Witch’s Path
… begins with a tale of rebirth,
of arcane creation in a dark and mysterious world.
choose a path
Taken Born C
As child you were taken from your family, You were born into a world of mysticism,
h
removed from those you loved to become more; raised to be a witch, with arcane power i
to become a witch. flowing through your veins. l
OR OR d
Event A: You were given
as part of an owed debt.
Event B: You were stolen
away from your family,
Event A: Your mother was
a witch, and hers before her;
Event B: It came from
nowhere, a sudden and
h
A pact of blood made with your former life powerful women dating confounding surge of o
generations ago. barely a memory. back for generations. power and arcane ability. o
do not pass the line d
D6 Roll until a path and an
event are chosen.
D6 Roll
Result = 4-6 Result = 4-6
Success: You had Success: But you Success: A supportive Success: It was your
been prepared for this, had exchanged a horrid family helped build you ability to master these
and were ready for the home with a place of into the confident and new powers, all alone,
challenge you faced. learning and power. powerful person you are. that drove you on.
You hold a strong sense You’re always intrigued You are bridled with You never lack courage
of duty and conviction with the world, seeking confidence knowing the or faith in your ability to
to your loved ones. new skills to learn. skill of those before you. overcome difficulties.
53
a witch’s life is quite often a tale of family, of powerful mothers and wise aunties,
and of sisterly covens and incredible bonds. how were you raised?
choose a path
s OR OR
c Event A: Your bond was Event B: You were Event A: Yours was Event B: Your coven
e one of love and care. raised under an iron fist; a small coven filled spread far and wide; with
n Taught and raised with
a guiding hand.
with control and discipline
at the core of your bond.
by a maternal figure
and a few other sisters.
sisters, aunties, and grand-
mothers joining to and fro.
c
e
do not pass the line
D6 Roll until a path and an
event are chosen.
D6 Roll
Result = 1 Result = 1
While not all styles of upbringing and training fit all Your coven proved a welcoming home for you to
students, you and your matron fit like a glove; with your grow and learn within during your adolescence, with
adolescence filled with times of learning and growth. support and guidance able to come from many minds.
choose a path
1.a - Potent 1.b - Scintillating 1.c - Inventive Y
Potions Secrets Invocations o
Forever with your bubbling cauldron, From prophetic dreams to vision quests, Spellcraft and the mastery of the
u
yours was a world of tonics, elixirs, from sordid rumors to enigmatic tales arcane arts are at the forefront of all n
decoctions, and salves. Not just
herbal remedies and soothing balms,
told in hushed whispers; witches come
about folklore and wisdom from
witching ways. Your days were spent
perfecting these skills, be it with
g
but deadly poisons and horrid toxins. countless sources. incantations, runes, scrolls, or wands.
Event A:
OR Event B: Event A:
OR Event B: Event A:
OR Event B:
Yours was a path You were taught You learnt to read You focused on Your lessons were You studied using A
of arcane healing;
learning to
poisons and the
brewing of
stones, knuckles,
the stars, and
collecting lore.
Learning ancient
an endless parade
of spellcasting;
grimoires, scrolls,
and wands. Each
d
magically heal the chaotic elixirs. blood; divination secrets and focusing on your new and powerful u
body and soul. Liquid magic. of the fates. forgotten rites. inner magic. in their own way. l
do not pass the do not pass the t
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll h
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: You Success: You Success: Your Success: Your Success: A Success: Wands
o
learnt to pull
forth life from
become a savant
at brewing.
training paid off,
able to divine the
mind became an
endless box of
task that left
you a competent
and scrolls
began to feel
d
your cauldron. world without aid lore, knowing and powerful more natural
You can craft 1
from another. something about magic wielder. than your own
Your Cauldron Brew per day.
everything. Practice does magical ways.
spell has the Brews can cause You can cast
make perfect.
ability to create confusion, charm, Divination 1/day, You know 1d4 +2 to Scroll
Healing Tonics. sleep, deafness, or requires the use secrets about any Spellcasting and Wand
1d6 + the level of blindness. Effects of materials major location checks gain +1. DC checks.
the caster. last 1d4 rounds. worth 10gp. or person.
a trained and talented witch, you’re ready to set off into the world!
a bonus path is available on page 57.
55
2 - coven child
your years as a young adult were spent with your coven,
learning and growing alongside fellow witches.
choose a path
Y 2.a - Peas 2.b - Deep 2.c - Shifting
o in a Pod Rivalries Coven
u
n You and your sisters are closer
than twins, inseparable beings that
You and your coven were all aggressively
competitive and deeply jealous witches.
Your coven was a sprawling community
of sisters, aunties, and grandmothers,
g could finished each others sentences,
predict each others actions, and fully
You fought to best each other, for the
love of your mother, and to prove who
with the family constantly evolving.
With so many rotating faces, you were
understand each other’s emotions. should be the future head of the coven. often able to speak with many elders.
A Event A:
OR Event B: Event A:
OR Event B: Event A:
OR Event B:
d Your connection
was almost
Your connection
was magical in
You took pains to
prove you were
Your goal was
to always be right,
You sought to
spark a deeper
With so many
witches, you
u telepathic. Able nature, granting the most talented to be in charge connection with could focus your
l to read each
other’s minds.
you the ability to
call on each other.
and powerful of
your sisters.
of your sisters;
calling the shots.
them all; creating
a close-knit coven.
training on any
desired skill.
t
h D6 Roll
do not pass the
line until a path
D6 Roll
do not pass the
line until a path
D6 Roll
o and an event
are chosen.
and an event
are chosen.
a trained and talented witch, you’re ready to set off into the world!
a bonus path is available on page 57.
56
for many witches their path in life revolves around two key facets: control and power.
these goals are met in a myriad of ways, from prophecy, to sorcery, to the hording of lore.
Y
Control Power o
You sought to create a connection with others, You sought power, believing yourself marked by destiny u
to bring folk under your maternal wings. For some
this was a beneficial acquaintance, for others it was
for greatness. To achieve this, to grow further than
that of your mother and coven, you sought aid from n
one of obligation and debt. one of the many great powers that inundated the realm. g
OR OR OR OR
Event A: Event B: Event A: Event A: Event B: Event A:
Villagers and
townsfolk were
Your eyes lay on
powerful nobles,
You focused on
rich merchants,
You looked
towards the gods
You sought a
connection with a
You dove into
the ethereal
A
where your heart knowing that their aiming to bring to augment your powerful entity, abyss, opening d
lay; rural lands
offering it all.
connections would
prove useful.
their wealth under
your sway.
powers, seeking
divine influence.
hoping to gain
more powers.
your mind to
mysteries of life.
u
l
D6 Roll
do not pass the
line until a path
do not pass the
line until a path
D6 Roll
t
and an event
are chosen.
and an event
are chosen. h
Result = 4-6 Result = 4-6 o
Success: You Success: Nobles Success: You Success: Your Success: Your Success: Pouring o
saved a village
from a plague,
are oft to make
poor decisions.
were able to sink
your fingers into
calls for divine
salvation do not
pleas for power
were heard, with
into your mind
was a series of
d
ministering to Your skills with a guild, cursing go unheard, with a patron bestowing powerful and
the sick; a heavy potions and spells their rivals in light bathing a gift upon you. chaotic visions.
debt owed to you. saving the day. return for favor. your soul.
Claim a Patron’s Roll thrice on the
A town offers A noble family is A merchant You learn the Boon from a Shaman Vision
rich hospitality beholden to you for guild offers deep Priest spell random Warlock Table (pg.80).
when visited. a scandalous event. discounts to you. Bless. Patron (pg.62).
Result = 1 Result = 1
Unfortunately, not every factor can be accounted for when But the world seemed hesitant to hear your plea,
dealing with people. The attempts at control failing. with the response a quiet ignorance.
different paths of control and power can be run as desired. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above * 2nd run: 5-6 success 2-4 failure. * 3rd run+: 6 success 2-5 failure.
57
Witch Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.
Roll Outcomes
1 Your coven was incredibly caring, fostering a warm and encouraging childhood.
C 2 Your coven often faced persecution from locals, assumed to be devil worshipers.
h 3 Your familiar was like a shadow, and can turn invisible for 1 round, once per day.
i 4 Your mother was a cruel witch, with her methods of teaching quite abusive. -1 CON.
l
d 5 You flourished in spellcasting, always able to bring magic to life. +1, Tier 1, known spell.
h 6 You were the weakest of your sisters, constantly mocked for your diminished powers.
o 7 You were always able to understand what others were in need of, even from a young age.
o
d 8 Attacked by a feral boar while walking through the woods, you now fear beasts.
9 You had a knack for learning things swiftly. -2 to the DC to Learn a new skill.
10 You were never skilled with weapons and are hesitant to ever use them in combat.
Roll Outcomes
1 You seem to be able to recall your life in incredible detail. Rarely forgetting an event.
A 2 You don’t wear armor, hating the feel of anything but a robe over your body.
d
o 3 Herbal medicine has always seemed to bolster your body. Start the game with 4 HP.
l 4 You watched as fellow witches burned at the stake; a great fear of fire burying deep.
e
s 5 Your connection with your coven is incredibly strong; allies to call upon when in need.
c 6 You’re plagued by dreams of your own demise; painful nightmares of suffering.
e 7 Your familiar is a powerful creature for such a small animal. Its attacks deal 1d4.
n
c 8 Your familiar is a cowardly beast, unwilling to get close to dangerous creatures.
e 9 You spent much of your youth reading. You know Diabolic, Primordial, and Sylvan.
10 You consumed one too many toxic fungi. Poison now causes double damage to you.
58
Y Roll Outcomes
o 1 You have an impressive way of discovering herbs and fungi in any location.
u
n 2 Your spellcasting ability has taken a toll on your body, you walk with a limp.
g 3 A misread spell of seeing ended in fortuitous results. You cannot be surprised.
4 Ice freezes your soul. When severely suffering from the cold, you cannot cast spells.
A 5 You’re an attractive soul, with a charming smile and a velvet voice. +1 CHA.
d
u 6 Cursed by a rival witch, you regularly suffer terrible headaches. -1 to INT.
l 7 Your coven was one of wide-flung relations. You often have a relative in most cities.
t 8 Treated poorly by clerics who view you as a hag, you hold a hatred for the church.
h
o 9 You hold a reputation as a healing hand, with many locals owing you a small debt.
o 10 Your spells fail spectacularly. Double any effects of the Diabolical Mishap table.
d
59
a warlock’s path is one of
60
A Warlock’s Path
… begins with a unfulfilled desire for power.
a longing for more from life than the hand you were dealt.
choose a path
C
Powerful Desires Powerful Needs h
For as long as you could recall, all you sought was power.
The ability to control the world that shaped you.
Life has its costs, ones that even a child must bare.
You sought to remedy yours through power and control.
i
l
OR OR OR OR d
Event A:
The weakest of
Event 2:
At a young age,
Event 3:
You were always
Event A:
Your family toils
Event 2:
Your village sits
Event 3:
Afflicted by
h
your family, you you saw a powerful the fastest, the under the whip of under a curse that disease, you lived o
longed to prove
your place in
sorcerer wielding
great magic. A
strongest, and
smartest. You
a cruel master.
Something you
kills many each
year. You hoped to
a life of pain. You
pleaded for the
o
the world. feat you desired. feared to lose it. wished to change. end the suffering. power to fix it. d
do not pass the
D6 Roll line until a path and
an event are chosen.
D6 Roll
Result = 4-6 Result = 4-6
Success: And Success: You Success: But Success: You Success: Each Success: But you
you knew that would do whatever time and time knew that one day you strove didn’t allow it to
you would, your it took to be like again you proved day you would to help those in beat you down;
inner conviction them, not settling that you could right the wrongs need, trying to to stop you from
burning strong. for any less. handle anything. you endured. ease their loss. living your life.
You’re strong- You hold powerful You hold a You’ve a strong You feel good You know you
willed and ambitions. strong belief in belief in justice helping others can overcome
determined. Unwilling to settle. your abilities. and morality. prosper. adversity.
1. Argnaut the Endless 2 1/day, all Far creatures your lvl or lower roll morale.
A lost king of a fallen empire, they are cursed 3-7 +1 to melee attack and damage rolls.
to forever attempt reclamation of a land long gone.
8-9 +2 to STR or DEX.
They offer power and prestige to those who offer
to rebuild their shattered legacy, but at the cost of 10-11 Gain a low-level retainer. They are endlessly loyal.
becoming enslaved to a lost cause; never able to
find what they truly desire. 12 Choose a boon from your rival Patron; a stolen gift.
2. The Ashen Sovereign 2 1/day, you revive a dead PC if touched within 3 rounds.
A spectral monarch ruling over a realm of eternal 3-7 1/day, turn ethereal for 1 round (duplicate = +1 use).
twilight and desolation. They offer power over death
8-9 +2 to CON or WIS.
and decay to those who serve as loyal subjects.
The cost, however, is a slow drain of a person’s 10-11 Gain an additional HP die roll (reroll on duplicate).
life essence; slowing turning them into a husk of
a being who barely clings to life. 12 Choose a boon from your rival Patron; a stolen gift.
5. The Cursed Weaver 2 1/day, reroll one of your dice after seeing the result.
A giant humanoid entity with the face of a swirling 3-7 +1 to max Luck Tokens.
galaxy, they seek to manipulate the threads of fate,
8-9 +2 to WIS or INT.
offering to alter the course of destiny for those that
would pledge them service. Their machinations, 10-11 Gain advantage on initiative rolls (reroll if duplicate).
however, are not for the faint of heart; with newly
woven fates often leading to accursed outcomes. 12 Choose a boon from your rival Patron; a stolen gift.
62
2 1/day, control any Near basic elements for 3 rounds.
6. Erobos The Primordial
3-7 +2 to all damage rolls.
A monstrous entity lurking in the depths of the ocean,
they grant their followers power over nature and the 8-9 +2 to STR or CHA.
primordial elements. In return, they demand gruesome
sacrifices and the spreading of terror and confusion
10-11 You can breathe underwater (reroll on duplicate).
across the seas. 12 Choose a boon from your rival Patron; a stolen gift.
8. The Masked Clown 2 1/day, pick 1 action for a Far creature your lvl or lower.
A manipulating entity who pulls at strings from the 3-7 1/day, shapeshift for up to 1 hr (reroll on duplicate).
shadows. Their appearance is that of a masked clown;
8-9 +2 to CHA or DEX.
one side horrid, representing tragedy and despair,
the other of beauty, representing joy and comedy. 10-11 +2 to CHA or DEX saving rolls (reroll if no options).
Their followers are those who live in the gray,
relying on luck and chance to survive. 12 Choose a boon from your rival Patron; a stolen gift.
10. Vox the Shattered Muse 2 1/day, magically craft a simple device from nothing.
A broken ethereal spirit overflowing with despair 3-7 3/day, add your lvl to any roll (duplicate = +1 use).
and anguish, they offer talent, knowledge, and power
8-9 +2 to CHA or WIS.
to those who would channel their own pain and
suffering into art and creation. In reality, however, 10-11 +1 XP from Fabulous, Legendary, or Clever Thinking.
they feed off the torment of their followers, and seek
to exacerbate their delicious demise. 12 Choose a boon from your rival Patron; a stolen gift.
12. Xenon 2 1/day, you, or a creature you touch, levitates for 3 Rds.
An ethereal demi-god of the sky, their worship has 3-7 +1 to ranged attack and damage rolls.
faded to little more than a token presence, clinging
8-9 +2 to DEX or STR.
to power through elaborate ceremonies performed by
fanatical followers. They offer the power to control 10-11 1/day, speak with flying creatures (duplicate = reroll).
the sky and the creatures who roam it, at the cost of
eternal service and an oath to spread their god’s name. 12 Choose a boon from your rival Patron; a stolen gift.
choose a path
a
d Power Sought A Voice Fateful
o As the moon reached its zenith, in the Dark Encounter
on a midsummer’s eve, you went
l to sacred grounds and called forth
One dark and ominous night,
as storms thundered above, your
While traveling through a forest,
you lost your way. Hearing voices,
e for a voice to hear your plead.
Praying for an answer from above.
dreams were interrupted by the you came across cloaked figures
s whispers of a commanding voice. performing a bloody ritual.
c OR OR OR
e Event A:
Through the
Event B:
A horde of birds
Event A:
You allow the
Event B:
You confront
Event A:
You became
Event B:
Your mind
n mists a shadowy chaotically swirled voice fully into the voice, enthralled in the overwhelmed,
c figure appeared.
Their presence
above you, slowly
forming into
your mind.
Accepting
demanding to
know who
mesmerizing
chaos; joining
you were dragged
into the heart
e beckoning. a giant face. its offerings. they are. in on it. of the ritual.
head to page 65
64
a few years after encountering your patron,
you were given your first true task to complete in their name.
choose a path
Sacrificial Hidden Secrets
Y
Relic Hunter Offering o
Hidden away, in the depths of the
Each year a secret ceremony is held in
Important, secret information on
a rival of your Patron had been
u
realm, was an ancient and powerful
relic that your patron sought. honor of your Patron. It was your turn discovered. You were sent to confirm n
You were charged with its retrieval. to lead the event, placed in charge of
the offerings made.
its truth and the extent of the
hidden lore.
g
OR OR OR
Event A:
The relic was held
Event B:
Your quest led
Event A:
You strove to
Event B:
You rallied your
Event A:
A rival’s follower
Event B:
The lore was said
A
in the treasury into the depths bring more people patron’s followers was said to know to be held in a d
of an ancient
dragon. Though
of a ruined city,
said to be
under the fold,
offering a pledge
to offer their
own blood. Proof
how the entity
could be killed.
sentient grimoire.
A powerful being
u
many believed it inhabited by to double your of their dedication You were sent trapped within l
long dead. foul orcs. patron’s followers. to their master. to find them. forever.
t
do not pass the do not pass the h
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll o
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: Through Success: Success: Success: Your Success: Easily Success: You
d
dusty tunnels Sneaking past Scouring the land, words sparked bribed, they told snuck into the
and dark caverns, warbands and you found many vigor and zeal you everything. bowels of your
you found the murdering guards, formidable folk to amongst the And while you enemy’s fortress,
treasury behind you snuck into the fall under your followers, with didn’t learn what taking the tome.
a fallen dragon. city and retrieved Patron’s gaze. many offering you wanted, much
You hold a
Your Patron’s relic the relic. Your their life-force to was spoken of.
Disciples of sentient grimoire
plus much more. patron pleased. the entity.
your patron can Learn five that knows much
Gain a magic item Gain a bonus be called upon +1 CHA. important secrets of the world.
(GMs choice). Patron Boon. when in need. of the realm.
you're a devoted and beholden warlock under the gaze of a great and
powerful entity, head out into the world and perform their bidding!
65
Warlock Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.
Roll Outcomes
1 You hold loving parents that have long encouraged you toward greatness.
C 2 Your slumber is often disturbed by nightmarish visions of a future filled with pain.
h 3 You have a knack for memorizing things, often able to recall your past with ease.
i 4 Your family was poor, a trait that follows you in your life. Start with 1/2 gold.
l
d 5 Part of your youth was spent in an abbey being taught of the world. +1 INT.
h 6 You often found yourself the butt of jokes. You cannot stand being mocked or insulted.
o 7 A gifted child, you knew what others thought. 1/day touch a creature to read their mind.
o
d 8 Since birth, a rare disease has cursed your fragile body, leaving you ungainly. -1 DEX.
9 Traveling often, you visited much of the realm. You know someone in most settlements.
10 You come from a village that was beset by constant turmoil. The memories strong.
Roll Outcomes
1 Your patron’s name brings fear to your enemies, causing morale checks to be DC 16.
A 2 You met your Patron in a confronting manner. You fear meeting other great entities.
d
o 3 You Patron’s essence allows you to stave off death for longer. +2 to your Death Timer.
l 4 Kicked by the horse of a noble, your arm is often in pain. You cannot use shields.
e
s 5 You have a knack for finding treasure, seeming to know where it’s being hidden.
c 6 You’ve never been a truly happy soul, and are resentful of those who are.
e 7 Your Patron holds you in favor, oft to whisper cryptic advice into your mind.
n
c 8 Betrayed by a close friend, you’ve struggled to trust others since. Especially with coin.
e 9 Friends with a member of the local militia, they taught you to wield bastard swords.
10 You failed to complete a basic task for your patron, the entity cursing your body. -1 CON.
66
Y Roll Outcomes
o 1 Your patron strengthens the blood in your veins. Start game with a max 6 HP.
u
n 2 Your patron’s voice is an ever-present whisper in your ear; maddening and callous.
g 3 Your connection with your patron is strong, able to clearly understand their demands.
4 Your patron has given you an obsession for seeing blood. You won’t use ranged weapons.
A 5 You were successful in bringing another into your patron’s fold. You have a disciple.
d
u 6 You’re required to offer a sacrifice to your patron each week or face their wrath.
l 7 You offer a sacrifice that pleases your patron, gain a second starting Patron Boon.
t 8 A person you hold dear has been taken by your patron, held until their bidding be done.
h
o 9 You spend months deep within an ancient library. Learn a second Warlock language.
o 10 Your patron is at war with another entity, with their followers seeking your demise.
d
67
a knight’s path is one of
68
A Knight’s Path
… begins with an origin; the opening paragraph of a valiant tale.
where does your story begin?
choose a path
c
noble child squire chance h
You were a child of nobility, A commoner’s child, your entry Yours was a chance of fate, a i
an offspring destined for a
righteous path since birth.
into the world of chivalry and
nobility came through servitude.
moment of luck and courage that
would forever change your life.
l
d
Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
h
You come from a A third child, Your parents saved Your family had It was an act of It was through an o
long line of noble
knights, men and
and unlikely to
inherit the family
ever spare copper long been servants
they could to pay in noble houses,
bravery that earnt
you a place in
act of kindness
that you garnered
o
women who took name, you were for your position and the role was your liege’s court. noble attention. d
arms against a sent away to of service in a quickly taken Risking your Selflessly aiding
liege’s enemies. become a knight. noble’s court. when it arose. life for others. those in need.
69
who was the noble that lorded above you, the grace under who your vows
were finally made? and how did they shape your outlook on life?
choose a path
a
d Virtuous Lord Cowardly Lord
o Your grace was the embodiment of honor Your grace was a coward and a miser, selfish
s OR OR OR OR
c Event A: Event B: Event C: Event A: Event B: Event C:
e Your lord took
to training with
Your lord was
one to always seek
Your lord kept
to tradition and
Your lord was oft
to blame others
Your lord was
violent and
Your lord was
manipulative and
n their warriors; out those who ceremony; at one for their own aggressive; quick cruel. They would
c happy to don
armor and swing
had been wronged.
Bringing firm
with the gods
and the customs
failings; a weak
and cowardly
to anger and use
force to gain
twist the realm to
their whims, caring
e weapons all day. justice to evil. of their people. mind and soul. their desires. little for others.
Result = 1 Result = 1
Their ways taught your right from wrong. They gave you It was their failings that pushed you toward betterment,
a role model whose skills and morals you could follow. toward a path of righteousness and strength.
choose a path
Y
At Court In the Field o
Your knighthood was ordained in your On rare occasions the acts of a squire, u
lord’s court. Under banner and trumpet,
with fanfare and ceremony, you were
a soldier, or even a commoner, can be so brave,
so impactful and righteous, that they are n
bestowed the status of a knight. knighted then and there. g
OR OR OR OR
Event A: Event B: Event C: Event A: Event B: Event C:
Your noble family Years of service, It was acts of You stood tall You led the charge Under attack, and A
name meant
that knighthood
of loyalty, strength,
conviction, and
chivalry and
gallantry across
and firm, facing
off against your
that would turn the
tide of battle, your
with little hope for
reprieve, you put
d
was a question valor, they had the kingdom enemies single- weapon and voice your life on the u
of when, not if. all led to this
moment.
that earnt you
your writ.
handed, saving
the day.
raised high among
the chaos.
line to keep your
liege safe.
l
t
do not pass the h
D6 Roll line until a path and
an event are chosen.
D6 Roll o
Result = 4-6 Result = 4-6 o
Success: It was Success: And Success: Acts Success: That Success: It Success: An act d
a name of honor, much like you that left many day gave you was the passion that would have
of respect and became a squire a soul offering courage to stand behind your words, killed most; your
dignity. Something in your youth, thanks to your against any odds, the strength of body hardy and
you strove to a young prodigy name, and filled to hold your own your conviction resolute, brought
live up to. was placed in with joy upon against the that pushed others back from the
your care. seeing you again. greatest of foes. to their potential. brink of death.
Your name brings
significant You hold a You hold a true You are never Your words rally You are more
deference from young squire ally in many intimidated by comrades whose easily stabilized
other nobles. in your service. settlements. powerful beings. morale has fallen. by others.
A child of You cannot You are hated You grow You often run You feel obliged to
nepotism, nobles stand retainers by commoners fearful when from combat sacrifice yourself
see you as fake. or hired help. across the realm. outnumbered. if alone. for others.
Result = 1 Result = 1
And with great fanfare and thunderous applause, It mattered little that you were covered in blood, sweat,
your new position in the world was cemented. and mud. What mattered was the sword that anointed you.
choose a path
Y
o Oath People Oath Person Oath Gods
u Yours was an oath to the people, Yours was an oath to your liege, Yours was an oath to the gods,
t
h a knight’s oath is different to other life-paths. it is an act that is
o fulfilled while journeying across the realm and in the shadowdark.
o during play, if the gm believes a significant act of a knight fulfills
d or breaks their oath, they are awarded a success or failure.
these events should be rare occurrences, but can occur multiple times.
once an oath is completed or failed, a new oath can be taken.
successfully upheld your oath
And with valor With shield and Determination It was not only These acts filled With righteous
and strength mighty sword you and faith in your your ability to you with a sense fury rewarded.
you brought defended the realm skills and body help those in of pride and The enactment
justice to the against its many have led to an need, but the accomplishment of your oath
realm, fulfilling enemies; upholding impenetrable positive manner that bolstered leading to a boon
your oath. your oath. defense. in which you did. your entire being. from the gods.
Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B: A
Power at the cost
of your oath was
Your own life, the
safety of your very
You set forth to
a religious site
You journeyed
across your realm,
Your liege’s own
betrothed. A
Yours was an
oath of celibacy,
d
on offer. A simple soul was at stake. set high in the seeking to speak soul not only of holding no u
trade, with an
unsettling price.
But you would
be betraying those
distant peaks.
A place of silence
with the many
souls who lived
above your station,
but beyond any
connection but
to those you
l
you served. and solitude. under your care. hope of knowing. were sworn to. t
do not pass the do not pass the
h
D6 Roll line until a path
and an event D6 Roll line until a path
and an event D6 Roll o
are chosen. are chosen.
o
Result = 4-6 Result = 4-6 Result = 4-6 d
Success: But you Success: You Success: Success: Success: To save Success:
withstood the stood tall, firm And amongst the Conversing with yourself from Luckily, the oath
temptation of a in your oath. And holy grounds you people from all heartbreak you brought you solace
false idol. through suffering found a relic that different parts of buried your in times where
gained strength. called to you, the realm helped mind into study you felt the urge
Your OATH upheld.
offering strength. make you one and training. to break with
Go to pg.72, gain +2 to attack
with the people. your ways.
the reward and rolls when below Gain a Gain an
take a new oath. 50% HP. magic item. +1 to CHA. extra Talent. +1 to WIS.
should you wish to run additional bonus paths (1-3), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run: 6 success 2-5 failure.
73
Knight Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.
Roll Outcomes
1 You excelled in your role as a young squire, learning much of courtly ways.
C 2 Since birth a prophecy has foretold your demise, an evil entity watching over you.
h 3 Even from a young age you’ve enjoyed lifting things. Especially heavy things. +1 to STR.
i 4 One stormy afternoon you were accidentally kicked by a startled horse. -1 to INT.
l
d 5 You’ve always held a caring view of everyone, from the poor to the noble class.
h 6 You were always a slow learner, struggling with new concepts. New skills are DC.20.
o 7 Your childhood was always filled with full tables and larders. Start at 6 HP.
o
d 8 Your lord was an offensive fellow, causing you in turn to often speak rudely to others.
9 You spent time in a monastery, learning their ways. Learn a bonus language.
10 You’ve never been good with money, often losing or giving it away. Start with 1/2 gold.
Roll Outcomes
1 You hold a charismatic charm that often sends folk swooning. +1 to CHA.
A 2 You struggle with athletic endeavors, with -2 to climbing or swimming checks.
d
o 3 You were often sent on trips across the realm, learning of many settlements.
l 4 Carrying armor and lifting weapons is hungry work. You consume double rations.
e
s 5 Your days were spent endlessly with sword in hand. Gain +1 to melee attack rolls.
c 6 You have always been seen as slightly standoffish, your vows making you awkward.
e 7 Your days as an adolescent were often joyful, with friends and family always about.
n
c 8 You always feel the need to carry your lucky rock on you, -1 Gear slot.
e 9 Your oath sanctified. +1, Tier 1 spell from the Priest/Witch spell tables (CHA modifier).
10 You’ve only ever known the use of swords, unfamiliar with maces, hammers, or the like.
74
Y Roll Outcomes
o 1 You’ve mastered the art of shieldwork, the armor one with your arm. +1 to Shield AC.
u
n 2 A villager you killed by mistake haunts your dreams, the act weighing on you always.
g 3 A true knight of the realm, you hold a young squire who serves you dutifully.
4 Years of battering has left your body with aches and pains that slow you. -1 to DEX.
A 5 You’ve earnt a reputation as an honorable and trusted knight across the local realm.
d
u 6 A rival, powerful noble family seeks to both disparage your name and see your demise.
l 7 Having served your lord with honor, they granted you an engraved Plate Mail.
t 8 You are a fallen knight, breaking your oath and succumbing to greed and corruption.
h
o 9 You own a trusted steed. While not the greatest of mounts, they are loyal to the bone.
o 10 You are reluctant to use magic in defensive manners, not trusting its use on your body.
d
75
a shaman’s path is one of the
76
A Shaman’s Path
… begins with prophecy and fate,
a thread from which your mystic ways swirled into life.
choose a path
head to page 78
77
as you passed into adolescence, and your connection
with the spirits grew, it became clear where your talents lay.
choose a path
a Soothsayer Healer Incanter
d You were known for being able to It was as a healer that your talents When words spilled from your lips
o read the future; discerning wisdom shone. You could heal wounds by they were drenched in an ether of
l for chaos to predict life events,
natural disasters, and even the
touch, create potions to remedy the
most ruinous of injuries, and even,
magic. Your hypnotic voice, in its
rhythmic and melodic ways, able to
e thoughts of man and beast. on occasion, fight off death itself. alter the very course of nature.
s
c Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
e You visions came In rare moments, For some, just You seemed to Your words, your It was as if the
n from the spirits
of your ancestors,
when you touched
a living soul, you
being in your
presence created
know exactly what
an injured body
chants, your
incantations, they
act of singing,
of speaking in
c their incorporeal could sometimes an intoxicating needed. Your worked by being rhythmic tones,
e minds fusing with
your own.
glimpse into their
near future.
aura of healing
and restoration.
tonics magic in
their perfection.
focused on a
living creature.
allowed you to
expel magic.
head to page 79
78
shamanistic talents arise not only from an internal source of power,
but from the tools and symbols that magnify their spiritual essence.
choose a path
visions
past ~ present ~ future
1. Rebellion
1. Wanderer 1. Darkness
A rebellion brews in the shadows;
In a desolate wasteland, a lone figure A world plunged into an eternal
its leaders plotting to overthrow the
stands amidst the ruins of a once-great darkness, where the sun never rises and
noble lords and ladies who mock
city, clutching a relic of pulsing power. demonic nightmares roam the land.
the common man.
2. Ritual 2. Awakened
2. Loss
Masked figures perform dark rituals in The return of an ancient evil, awakened
Mysterious disappearances plague a
underground chambers, their intentions from its slumber to unleash untold
small village, with children and the
shrouded in mystery and malevolence. destruction upon the world.
elderly alike gone in the night.
3. Scrolls 3. Order
3. Faith
The burning of arcane texts at the dire The rise of a new order, built upon
The rise of a charismatic prophet,
pleading of scared sages, the knowledge the ashes of the old; ruled with an
whose silver tongue sways the masses
too powerful to be allowed to survive. iron fist by battle-lusted dictator.
with the promise of a better future.
4. Battlefield 4. Rebirth
4. Contracts
Blood-soaked battlefields stretch as far The rebirth of a magic long thought
A mercenary company plies its trade
as the eye can see, echoing with the cries lost to the world, sparking a new era
in a lawless frontier, taking contracts
of the fallen and the clash of weapons. of wonder and terror.
that would make a devil proud.
5. Plague 5. Horror
5. Corruption
A plague sweeps across the land, The emergence of a new breed of
A great city consumed by greed,
leaving death and despair in its wake. horrors, born from the twisted
crime, and corruption; where the wealthy
Desperate folk struggle, clinging to life. experiments of a mad scientist.
thrive and the poor suffer in squalor.
6. Betrayal 6. Hope
6. Rivals
Betrayal and treachery riddles the A glimmer of hope in the darkness,
A looming war between two realms
capital, as noble alliances fracture as unlikely heroes rise to challenge
sits on a knife’s edge, each vying for
and old friendships are torn asunder. the dark cloud that covers the realm.
control over emerald-filled mountains.
as many visions can be rolled as desired, but for each taken the greater
the chance that their meaning is dripped in chaos and destruction!
80
an event in your past pushed you down the path you tread today.
but what was that event, and were its consequences benevolent or malicious?
should you wish to run additional bonus paths (1-3), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd run: 6 success 2-5 failure.
81
Shaman Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.
Roll Outcomes
1 You benefited greatly from a youth surrounded by wise and caring elders. +1 WIS.
C 2 Having never lived in great cities, you are overwhelmed by large populations.
h 3 You have always held an inquisitive mind, seeking to learn everything the world offers.
i 4 An awkward child, you were never good at athletic endeavors. -1 DEX.
l
d 5 Your ancestors aid you in times of trouble. Reroll the first natural 1 of the day.
h 6 Always smaller than other kids, you’re fearful of fighting anything one-on-one.
o 7 As a child you were fed strengthening herbs to keep your body healthy. +2 max HP.
o
d 8 Easily distracted, other creatures gain a +1 on rolls that would break your focus.
9 Your birth was prophesied to change the course of your people for the better.
10 For as long as you can remember, your have been plagued by nightmares of death.
Roll Outcomes
1 A part of a nomadic group of people, you spent many years traveling the land.
A 2 Magic Items seems to overwhelm your natural abilities. You can only use two at a time.
d
o 3 In another life you would be a bard, your voice incredibly melodic and warm. +1 CHA.
l 4 Your connection with the spirits seems to cause undead creatures to be drawn to you.
e
s 5 You learn to read bones. 1/day, roll bones to learn a fact of the world around you.
c 6 Having lived a life far from water, you have never learnt to swim.
e 7 You know a calming chant that you swear can clear away rain. Though, not every time.
n
c 8 Your spacial awareness was never the best. -1 to ranged attack rolls.
e 9 You hold an unnatural connection with animal bones. You can speak with dead animals.
10 Raised far from civilization you often forget some of the basic niceties of society.
82
Y Roll Outcomes
o 1 You meet a Priest who teaches you an ancestral form of Holy Weapon (WIS roll, DC.11).
u
n 2 You held a vision of a great dragon swallowing you. You now fear the mighty beasts.
g 3 An immense tattoo drawn across your body causes surges in power. +1 to casting rolls.
83
a hero’s path is one of
84
A Hero’s Path
… begins with their early years.
who were your parents?
choose a path
head to page 86
85
where were you raised?
choose a path
a City Rural Nomadic
d You were raised in a grand city; You grew up in a small rural town. Your people spent their time traveling
o each day surrounded by hordes of Your neighbors were like family, across the land, moving from site to
l people in a thriving and exciting
metropolis of trade and culture.
you knew the land well, and travelers
were a rare and exciting sight.
site as season and trade dictated.
The open road your true home.
e
s Event A:
OR
Event B: Event A:
OR
Event B: Event A:
OR
Event B:
c You were an You were a soul To you, a rural While there was You were content For you, being a
e adolescent that
was ever afoot,
of the people,
loving to watch
life meant sharing nothing especially
the burden, always bad about home,
with the life you
lived, loving the
nomad was about
animals and the
n traveling across and listen to helping those in it was incredibly freedom, the open wild land you
c the city from its
lofty rooftops to
the city’s beating
heart as it
need, and holding boring. You wanted
onto the things more from life
sky above a roaring
campfire, and the
crossed, you tried
to take it all in,
e its vile sewers. pumped each day. that connect folk. than dung patties. beauty of nature. learning from it.
head to page 87
86
what piqued your curiosity as you matured?
choose a path
Education Work Travel Y
As you matured you set your sights You knew from an early age that you You wanted to see more of the world,
o
on learning more of the world. You were a do-er. You liked to get your to travel to unexplored heights, to u
wanted to read books, visit great
libraries, and meet wise scholars.
hands messy, and at the end of the
day, have something to show for it.
search through lost, ancient dungeons,
and to experience new cultures.
n
g
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:
You sought out You sought out a You set out into You put your head You sought to You had always
a teacher to study formal education, the world looking to the grindstone, visit wild lands held an interest A
under. A master
of craft whose
hoping for the
likes of a group
for your place,
with nowhere
working diligently
to become a
and discover
natural wonders
in other cultures,
wanting to know
d
knowledge would or college that at home able to journeyman of that few had ever what made them u
push your skills
to a new limit.
would take you in. offer the work
you sought.
skill and renown. seen. An explorer. so different to you
and your people.
l
t
do not pass the do not pass the h
D6 Roll line until a path
and an event
are chosen.
D6 Roll line until a path
and an event
are chosen.
D6 Roll o
Result = 4-6 Result = 4-6 Result = 4-6
o
Success: You Success: Taken Success: Far Success: You Success: And Success: You
d
found a master in, you thrived from home, you shone in your work, it paid off, you traveled far and
who was only too under a more met a group of truly talented. learnt of many wide, meeting
keen to pass on rigid style of people that held secret holdouts. and learning of
You have ADV on
their skills. learning and the same passions. many civilizations.
rolls relating to a You know the
academia.
+1 to spellcasting, You are a part of chosen profession location of three You learn two
melee, or ranged Learning a new a guild that you of your past treasure-filled bonus languages
attack rolls. skill is DC.15. can call upon. (GM’s discretion). dungeons. of other folk.
87
what event played a pivotal role in your life?
OR OR OR
Event A: Event B: Event A: Event B: Event A: Event B:
A You were eating You stood before You snuck away You mourned And to this day, As you grew
d in a tavern with
a friend, when a
a band of cruel
brigands, with
to collect their
favorite item,
their loss heavily,
seeking answers
regardless of
where they are
older the divide
between you
u traveler burst in your weapon a trinket that from the gods and what they are became a canyon.
l and started
causing a scene.
the only thing
stopping their
you would hold
dear forever.
as to why they
had been taken
doing, you know
you’ve got a
What was once
a mere rivalry
t banditry. from you. friend. now a grim feud.
h
o D6 Roll
do not pass the
line until a path
D6 Roll
do not pass the
line until a path
D6 Roll
o and an event
are chosen.
and an event
are chosen.
should you wish to run additional bonus paths (1-6), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd+ run: 6 success 2-5 failure.
88
what event played a pivotal role in your life?
should you wish to run additional bonus paths (1-6), you may. note: you cannot run the
same path twice, and each additional bonus path increases the odds of something going wrong.
difficulty: 1st run: as above ~ 2nd run: 5-6 success 2-4 failure. ~ 3rd+ run: 6 success 2-5 failure.
89
Hero Tables
these tables offer an alternative (or additional) way of rolling life-paths.
roll as many as desired, though, know that unlike the main paths–that swing
towards a positive outcome–here, the chance of a bane is as high as a boon.
should an outcome from these tables conflict with another result here,
or in the main life-path (e.g: one states: start with 1 max hp, the other 4),
re-roll the outcome from these tables.
Roll Outcomes
1 You came from a loving home, filled with brothers and sisters who supported you.
C 2 While out with a friend, a stray mule kicked and killed them. The memory haunts you.
h 3 You were a ravenous child, and thankfully there was always food to spare. +2 Max HP.
i 4 You were a talented child, but failed at many basic things. +3 to one stat, -1 to the rest.
l
d 5 You spent much of your youth climbing anything you could touch. +1 DEX or STR.
h 6 You were an awkward child who struggled to make friends, a trait that continues.
o 7 You’re a good fibber, always able to make up a believable lie on the spot.
o
d 8 You’ve always been a slow learner. Each level requires +2 experience.
9 You met a stray animal that has never left your side since (GM’s discretion).
10 You never grew out of your fear of the dark, panicking when the lights go out.
Roll Outcomes
1 You’re an incredibly lucky soul, as if blessed by the gods. You gain Luck Tokens easily.
A 2 Poison seems to wreak havoc on your body, you take double damage (or effects) from it.
d
o 3 You spent a lot of your adolescence in training. +1 to ranged or melee attack rolls.
l 4 You could never grow accustomed to the feel of metal armor, shunning it fully.
e
s 5 Skilled at knowing how to suck-up to people, guards and nobles have always liked you.
c 6 You’re terrible at figuring out the price of things. Everything costs you 25% more.
e 7 Your mentor was a great person, with you able to call on them for advice to this day.
n
c 8 You somehow offended the local clergy, with the church now considering you a heretic.
e 9 You love pockets, especially hidden ones. You sew them into everything. +1 gear slot.
10 You’re incredibly scared of heights, unwilling to trust rickety bridges or dangling rope.
90
Y Roll Outcomes
o 1 You inherited a family heirloom upon coming of age. Start the game with a magic item.
u
n 2 While hunting in the woods, you were bitten by a werewolf, its disease flowing into you.
g 3 You’ve always had a knack of knowing when something is concealed behind clothes.
4 When things go wrong, they go very wrong. Natural 1’s cause more issues for you.
A 5 Troll’s blood flows in your veins. You regenerate 1 HP every 4 hours (unless dead).
d
u 6 You always get wrapped up in beautiful and alluring events. DISADV on charm saves.
l 7 You saved a young noble family from a swarm of giant spiders, gaining their boon.
t 8 You took an arrow to the knee. You cannot run for extended periods of time.
h
o 9 You’ve got ears like a bat, able to detect the faintest of noises even through walls.
o 10 You were accused of a terrible crime in your home town/city, never able to return.
d
91