So I decided, I'm going to DM a D&D campaign. I've DMed before, but never with a competent group. I've always played with my brother and sister, who weren't the best people to play with, and I never had a group make it past level 9(I believe it was 9. Highest they ever got before they got bored). I admit I had a hand in this too, I was never a very good DM. I've gotten it figured out now though, and I am confident I can do well.
Here's where things get interesting. I genned up a world, found an interesting location, and am now modifying the rules to allow D&D in Dwarf Fortress. It's going to be a loosely DF-themed world, but not too loose.
The campaign will need four players, starting at level 1, using 4-1d6 rolling for stats(As in, roll four and discard the lowest). If I suspect shenanigans, or if people fear shenanigans, I'll roll them myself and put them up for the players to choose.
If you're not one of the first four, you can still roll a character if you want, and you may be recruited later if a character dies. No promises though, I'm not as brutal as some DMs(Which is why I use a generous stat-rolling system).
DA RULEZ
Human:
Human PCs will be natives of the eponymous Furytactics, capital of The Fortunate Empire
Humans can take levels in any class but Druid.
Dwarf:
Dwarf PCs will be natives of The Soaked Trade, dwelling in Furytactics for reasons chosen by the player.
Dwarves cannot take levels in Sorcerer or Druid
Elf:
Elf PCs will be natives of The Skins of Releasing, dwelling in Furytactics for reasons chosen by the player.
Elves cannot take levels in Cleric(They do not have true gods), or Paladin, and cannot use metal equipment(For fairness and balance, arrows will be considered wood, and magic jewelry will not count as metal(Unless you guys think it should. It wouldn't be as horrible a rule as in regular D&D, since the majority of jewelry in DF is made of stone, cloth, or leather)
Elves have a +4 racial bonus to checks involving dealing peacefully with animals(Animals are not naturally friendly toward them, however)
Halfling:
Halflings are considered to be a nationally recognized subrace of humans in this campaign, and will be treated as such for purpose of civilization, hometown, and class restriction. Regular Halfling racial traits still apply, superceded by special rules for the setting.
Gnomes:
Gnomes are a nationally recognized subrace of dwarves, and yadda yadda yadda. See halfling info and switch it with gnomes and dwarves.
Half-Elves:
Can choose between human or elven home civilization, and adopt class/other restrictions as such.
No Half-Orcs, sorry.
Clerics will choose one of the gods of their civilization, detailed below. Since elves worship an impersonal force, they cannot be clerics, instead using druids as the religious arm of society.
Ngekil the Blankets of Nourishing(Oaths)
Lawful Good
Appears as a female human
Holy Weapon: Heavy mace
Domains:
Law, Good, Protection, Healing
Io Clamcoasts the Paddle of Submerging(Rivers)
Neutral Good.
Holy Weapon: Shortspear
Appears as a male perch
Domains:
Water, Travel, Animal, Good
Birod(Air)
Chaotic Good
Appears as a Male Grackle
Holy Weapon: Short Sword
Domains:
Air, Animal, Luck, Trickery
Therset the Rosy Adoration(Lust)
Chaotic Good
Appears as Female Human
Holy Weapon: Longsword
Domains:
Healing, Fire, Luck, Trickery
Lomoth Puketombs(Blight, knowledge)
Neutral
Appears as Female Human
Holy Weapon: Scythe
Domains:
Death, Knowledge, Magic, Destruction
Moldath Oilygorge the Silvery Coal(Mountains)
Neutral Good
Female Dwarf
Holy Weapon: Warhammer
Domains:
Earth, Good, Strength,
Onol the Canyons of Bronze(Earth)
Male Dwarf
Holy Weapon: Dwarven Urgosh
Domains:
Earth, Law, Knowledge, Fire
Datan the Tin Dyes(Wealth, Jewels)
Chaotic Good
Female Dwarf
Holy Weapon: Heavy Pick
Domains:
Luck, Travel, Good, Chaos
Zalstom(Fortresses)
Lawful Neutral
Male Dwarf
Holy Weapon: Warhammer
Domains:
War, Law, Protection, Strength
Kenis(Food, consolation)
Neutral Good
Female Dwarf
Holy Weapon: Heavy Mace
Healing, Good, Protection, Luck
Agesh(War, Lies)
Neutral Evil
Male Dwarf
Holy Weapon: Dagger
Domains:
Trickery, Evil, Destruction, War
Rofa the Gully of Spring(Rivers)
Neutral
THE WORLD AS YOU KNOW ITThis is the extent of your current knowledge(Dwarves and Elves will likely know of lands farther out, but for now we'll deal here).
This is only a small fraction of the entire realm, but going farther out will have to wait until you're prepared.
The southernmost human town is Furytactics. Other towns will be fleshed out as we go.
THIS IS WHERE YOU COME INAs said before, campaign is for four players, 4-1d6 stat-rolling. I recommend
this Javascript character creator for your character creating needs, but if you're used to something else, go for it.
Of course, you can also use
this as a reference, but keep in mind that I'm not familiar with most of the supplements. If it's not in the core rulebooks, it probably won't be taken.
Names should be normal DF names, with subraces using names for their civilization. Feel free to randomly generate names via Dwarf Fortress.
Each character will have 200g to spend on starting equipment.
CHARACTERSVice Emptybeard
Male Human Evoker 1
Chaotic Neutral
Representing Pandarsenic
Strength 6 (-2)
Dexterity 15 (+2)
Constitution 15 (+2)
Intelligence 17 (+3)
Wisdom 15 (+2)
Charisma 12 (+1)
Size: Medium
Height: 5' 9"
Weight: 150 lb
Skin: Light
Eyes: Green
Hair: Black; Straight; Thick Beard / Hirsute LEGENDARY BEARD
Specialty: Evocation
Gave up: Necromancy Transmutation
Total Hit Points: 6
Speed: 30 feet
Armor Class: 12 = 10 +2 [dexterity]
Touch AC: 12
Flat-footed: 10
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +4 = 0 [base] +2 [constitution]+2[Feat]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +4 = 2 [base] +2 [wisdom]
Attack (handheld): -2 = 0 [base] -2 [strength]
Attack (unarmed): -2 = 0 [base] -2 [strength]
Attack (missile): +2 = 0 [base] +2 [dexterity]
Grapple check: -2 = 0 [base] -2 [strength]
Light load :20 lb. or less
Medium load: 21-40 lb.
Heavy load: 41-60 lb.
Lift over head: 60 lb.
Lift off ground: 120 lb.
Push or drag: 300 lb.
Languages: Common Dwarven Elven Orc
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Raven familiar
Feats:
Combat Casting
Great Fortitude
Scribe Scroll [free to wizard]
Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 5 =
+3
+2 [raven]
Balance Dex* 2 =
+2
Bluff Cha 1 =
+1
Climb Str* -2 =
-2
Concentration Con 6 =
+2
+4
Craft_1 Int 3 =
+3
Craft_2 Int 3 =
+3
Craft_3 Int 3 =
+3
Diplomacy Cha 1 =
+1
Disguise Cha 1 =
+1
Escape Artist Dex* 2 =
+2
Forgery Int 3 =
+3
Gather Information Cha 1 =
+1
Heal Wis 2 =
+2
Hide Dex* 2 =
+2
Intimidate Cha 1 =
+1
Jump Str* -2 =
-2
Knowledge (arcana) Int 7 =
+3
+4
Listen Wis 4 =
+2
+2
Move Silently Dex* 2 =
+2
Perform_1 Cha 1 =
+1
Perform_2 Cha 1 =
+1
Perform_3 Cha 1 =
+1
Perform_4 Cha 1 =
+1
Perform_5 Cha 1 =
+1
Ride Dex 2 =
+2
Search Int 5 =
+3
+2
Sense Motive Wis 2 =
+2
Spellcraft Int 7 =
+3
+4
Spot Wis 4 =
+2
+2
Survival Wis 2 =
+2
Swim Str** -2 =
-2
Use Rope Dex 2 =
+2
* = check penalty for wearing armor
If the familiar is within reach, +2 on spot and listen ("alertness").
Zero-level Evoker spells: 4 (3+1) per day
First-level Evoker spells: 3 (1+1+1) per day
0-level spells known
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
Abjuration
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
- Mage Armor: Gives subject +4 armor bonus.
Enchantment
- Sleep: Puts 4 HD worth of creatures to sleep (Good at early levels at least).
Evocation
- Burning Hands: 1d4/level fire damage (max 5d4).
- Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illusion
- Disguise Self: Changes your appearance.
Human:
* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)
Wizard (Evoker):
* Familiar / Alertness, etc.
* Bonus Feats (already included)
* High intelligence gains bonus spells daily
* Specialist gets 1 extra evocation spell/level/day
Class HP rolled
Level 1: Evoker 4
Adrian Beardmoore's Equipment:
4 lb
10 lb
2 lb
5 lb
2 lb
3 lb
_____
26 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x10
Backpack
Bedroll
Spell component pouch
Spellbook x1
Total
Raven familiar: Str 1 Dex 15 Con 10 Int 6 Wis 14 Chr 6; Hit points: 3; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 15 (+2 size, +2 dex, +1 level); Claws +4 melee 1d2-5 Fort +2, Ref +4, Will +4, Listen +6, Spot +6; speaks one character language Alertness feat when in arm's reach; improved evasion; share spells; empathic link;
More about Adrian Beardmoore:
True fact: His beard is legendary
Ushav Atujamak
Male Human Cleric 1
Lawful Neutral
Representing Aqizzar
Strength 8 (-1)
Dexterity 13 (+1)
Constitution 13 (+1)
Intelligence 15 (+2)
Wisdom 13 (+1)
Charisma 16 (+3)
Size: Medium
Height: 6' 4"
Weight: 150 lb
Skin: Pale
Eyes: Green
Hair: Gray; Straight; Light Beard
Domains: Death Knowledge
Energy: Negative [Harmful / Rebukes Undead]
Total Hit Points: 9
Speed: 30 feet
Armor Class: 14 = 10 +3 [studded] +1 [dexterity]
Touch AC: 11
Flat-footed: 13
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +3 = 2 [base] +1 [constitution]
Reflex save: +1 = 0 [base] +1 [dexterity]
Will save: +3 = 2 [base] +1 [wisdom]
Attack (handheld): -1 = 0 [base] -1 [strength]
Attack (unarmed): -1 = 0 [base] -1 [strength]
Attack (missile): +1 = 0 [base] +1 [dexterity]
Grapple check: -1 = 0 [base] -1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
26 lb. or less
27-53 lb.
54-80 lb.
80 lb.
160 lb.
400 lb.
Languages: Common Dwarven Elven
Scythe [2d4, crit x4, 10 lb., two-handed, piercing or slashing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Feats:
Combat Casting
Martial Weapon Proficiency Weapon:
Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 2 =
+2
Balance Dex* 1 =
+1
Bluff Cha 3 =
+3
Climb Str* -1 =
-1
Concentration Con 5 =
+1
+4
Craft_1 Int 2 =
+2
Craft_2 Int 2 =
+2
Craft_3 Int 2 =
+2
Diplomacy Cha 7 =
+3
+4
Disguise Cha 3 =
+3
Escape Artist Dex* 1 =
+1
Forgery Int 2 =
+2
Gather Information Cha 3 =
+3
Heal Wis 3 =
+1
+2
Hide Dex* 1 =
+1
Intimidate Cha 3 =
+3
Jump Str* -1 =
-1
Knowledge (arcana) Int 6 =
+2
+4
Knowledge (planes) Int 4 =
+2
+2
Listen Wis 1 =
+1
Move Silently Dex* 1 =
+1
Perform_1 Cha 3 =
+3
Perform_2 Cha 3 =
+3
Perform_3 Cha 3 =
+3
Perform_4 Cha 3 =
+3
Perform_5 Cha 3 =
+3
Ride Dex 1 =
+1
Search Int 2 =
+2
Sense Motive Wis 1 =
+1
Spellcraft Int 6 =
+2
+4
Spot Wis 1 =
+1
Survival Wis 1 =
+1
Swim Str** -1 =
-1
Use Rope Dex 1 =
+1
* = check penalty for wearing armor
Zero-level Cleric spells: 3 per day
First-level Cleric spells: 2 (1+1) per day +1 from a domain:
Human:
* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)
Cleric:
* Alignment Aura
* Spontaneous Casting (harm)
* Rebuke Undead (6x/day)
* High wisdom gains bonus spells daily
* Domain choices give additional abilities
Spells known:
Level 0:
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
Level 1
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
Knowledge Domain
Detect Secret Doors: Reveals hidden doors within 60 ft.
Death Domain
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Class HP rolled
Level 1: Cleric 8
Acita, a.k.a. Ace Ocimamocuri (Icekindled)
Male Halfling Ranger 1
Chaotic Good
Representing CJ1145
Strength 10 (+0)
Dexterity 19 (+4)
Constitution 10 (+0)
Intelligence 12 (+1)
Wisdom 11 (+0)
Charisma 15 (+2)
Size: Small
Height: 3' 4"
Weight: 38 lb
Skin: Light
Eyes: Hazel
Hair: Dark Brown; Curly; Beardless
Total Hit Points: 8
Speed: 20 feet
Armor Class: 18 = 10 +3 [studded] +4 [dexterity] +1 [small]
Touch AC: 15
Flat-footed: 14
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +3 = 2 [base] +1 [halfling]
Reflex save: +7 = 2 [base] +4 [dexterity] +1 [halfling]
Will save: +1 = 0 [base] +1 [halfling]
Attack (handheld): +2 = 1 [base] +1 [small]
Attack (unarmed): +2 = 1 [base] +1 [small]
Attack (missile): +6 = 1 [base] +4 [dexterity] +1 [small]
Grapple check: -3 = 1 [base] -4 [small]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
25 lb. or less
26-50 lb.
50-75 lb.
75 lb.
150 lb.
375 lb.
Languages: Common Dwarven Elven Goblin Halfling
Short Sword [1d4, crit 19-20/x2, 1/2 lb, light, piercing]
Scimitar [1d4, crit 18-20/x2, 2 lb, one-handed, slashing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 10 lb.]
Feats:
Track [free to rangers]
Two-Weapon Fighting
Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 1 =
+1
Balance Dex* 4 =
+4
Bluff Cha 2 =
+2
Climb Str* 4 =
+0
+2 +2 [halfling]
Concentration Con 0 =
+0
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha 2 =
+2
Disguise Cha 2 =
+2
Escape Artist Dex* 4 =
+4
Forgery Int 1 =
+1
Gather Information Cha 2 =
+2
Handle Animal Cha 5 =
+2
+3
Heal Wis 0 =
+0
Hide Dex* 12 =
+4
+4 +4 [small]
Intimidate Cha 2 =
+2
Jump Str* -4 =
+0
+2 [halfling] -6 [speed 20]
Knowledge (geography) Int 2 =
+1
+1
Knowledge (history) Int 1.5 =
+1
+0.5
Knowledge (local) Int 1.5 =
+1
+0.5
Knowledge (nature) Int 3 =
+1
+2
Knowledge (nobility) Int 1.5 =
+1
+0.5
Knowledge (religion) Int 1.5 =
+1
+0.5
Listen Wis 4 =
+0
+2 +2 [halfling]
Move Silently Dex* 9 =
+4
+3 +2 [halfling]
Perform_1 Cha 2 =
+2
Perform_2 Cha 2 =
+2
Perform_3 Cha 2 =
+2
Perform_4 Cha 2 =
+2
Perform_5 Cha 2 =
+2
Ride Dex 6 =
+4
+2
Search Int 1 =
+1
Sense Motive Wis 0 =
+0
Spot Wis 0 =
+0
Survival Wis 0 =
+0
Swim Str** 1 =
+0
+1
Use Rope Dex 4 =
+4
* = check penalty for wearing armor
This character also has 2 ranks in Speak Languages.
Halfling:
* +2 dexterity / -2 strength (already included)
* Small (combat bonuses, +4 to hide already included)
* +2 racial bonus on climb, jump, move silently
* +1 racial bonus on all saving throws (already included)
* +2 morale bonus on saves vs. fear (stacks with racial bonus)
* +1 to hit with thrown weapons and slings
* +2 racial bonus on listen checks (already included)
Ranger:
* Favored enemies
* Track as bonus feat (already included)
* Combat Style
* Endurance
* Wild empathy (roll level + charisma bonus)
* Endurance (level 3)
* Animal Companion (level 4)
* Woodland Stride (level 7)
* Swift Tracker (level
* Evasion (level 9)
* Camouflage (level 13)
* Hide in Plain Sight (level 17)
Favored Enemies:
* Humanoids (goblinoid) +2
This ranger chose the two-weapon combat track.
Class HP rolled
Level 1: Ranger 8
Rindle's Equipment:
13 lb
_____
13 lb Weapons / Armor / Shield (from above)
Total
Stalcon Timestrong
Male Human Monk 1
Lawful Neutral
Representing Theevilmonk
Strength 13 (+1)
Dexterity 17 (+3)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 18 (+4)
Charisma 9 (-1)
Size: Medium
Height: 5' 4"
Weight: 162 lb
Skin: Light
Eyes: brown
Hair: brown; unkempt hair; so facial hair at all
Total Hit Points: 8
Speed: 30 feet
Armor Class: 17 = 10 +3 [dexterity] +4 (wisdom)
Touch AC: 17
Flat-footed: 10
Initiative modifier: +3 = +3[dexterity]
Fortitude save: +2 = 2 [base] +0 [constitution]
Reflex save: +5 = 2 [base] +3 [dexterity]
Will save: +6 = 2 [base] +4 [wisdom]
Attack (handheld): +1 = 0 [base] +1 [strength]
Attack (unarmed): +1 = 0 [base] +1 [strength]
Attack (missile): +3 = 0 [base] +3 [dexterity]
Grapple check: +1 = 0 [base] +1 [strength]
Light load :50 lb. or less
Medium load: 51-100 lb.
Heavy load: 101-150 lb.
Lift over head: 150 lb.
Lift off ground: 300 lb.
Push or drag: 600 lb.
Languages: Common sylvan elven
Feats:
improved unarmed strike
stunning fist
combat expertise
improved disarm
Traits: flurry of blows, can make one extra atack in a round at my highest base atack bonus, but all atacks take a -2 penalty.
Skill Name
Appraise Int =
Balance X Dex* 5 = +3 (dex) +2(ranks)
Bluff Cha -1 = -1(cha)
Climb X Str* +3 = +1(str) +2(ranks)
Concentration X Con 6 = +0(con) +
Craft X Int 2 = +2(int)
Diplomacy X Cha -1 = -1(cha)
Disguise Cha -1 = -1(cha)
Escape Artist X Dex* 3 = +3 (dex)
Forgery Int 2 = +2(int)
Gather Information Cha -1 = -1(cha)
Heal Wis 4 = +4(wis)
Hide X Dex* 2 = +3 (dex) +4(ranks)
Intimidate Cha -1 = -1(cha)
Jump X Str* 3 = +1(str) +2(ranks)
Knowledge (arcana) X Int 2 = 2(int)
Knowledge (religion) X Int 4 = 2 (int) + 2 (ranks)
Listen X Wis 8 = +4(wis) +4(ranks)
Move Silently X Dex* 7 = +3(dex) +4(ranks)
Perform X Cha -1 = -1(cha)
Profession (fisherman) X Wis 6 = +4(wis) +2 (ranks)
Ride Dex 3 = +3(dex)
Search Int 2 = +2(int)
Sense Motive X Wis 8 = +4(wis) +4(ranks)
Spellcraft Int 2 = +2(int)
spot X Wis 6 = +4(wis) +2(ranks)
Survival Wis 4 = +4 (wis)
Swim X Str** 1 = +1(str)
Tumble X Dex 3 = +3(dex)
Use Rope Dex 3 = +3(dex)
* = check penalty for wearing armor
Human:
* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)
Monk:
bonus feat (stunning fist/improved unarmed strike)
Flurry of blows
Unarmed damage =1d6
starting money = 5d4 gp (rolled, 11gp)
Equipment:
Monk's Outfit 5gp 2lbs
Backpack 2gp 2lbs
Bedroll 0.1gp 5lbs
Fishhook +line 0.1gp -
flint and steel 1gp -
Waterskin 1gp 4lbs
Travel rations x2 1gp 2lbs
rope (hempen) 40ft 0.8gp 8lbs
Total all my money and 25 lbs
More about : he is 18 years old. (15 +2d6) Since a young age he has been raised in an elven Monastary deep in their forests
The only way he could get away from the horrible food, be it just plants or cannibalism (he liked neither very much)
was to dissapear for awhile to go fishing. He also came to be a pacifist, and loathed all there was about the elves.
But yet they were kind enough to raise him so he tolerated them. He became a pacifist, and attempts to avoid battle or seriously
injuring anything humanoid as often as he can. He left the Monastary as soon as they would let him to try to further his education
of the monk ways in his own, non-elven way. he has just found his way to the city of furytactics.
Questions, comments, characters, suggestions?
Questions, comments, characters, suggestions?
EDIT: I forgot, Goblin cities will not be clusters of obsidian towers, on the grounds that I hate them. They'll be castles built into the mountainsides, sort of like Helms Deep but not as well-made, and more sinister.