Showing posts with label Gamemastering Advice. Show all posts
Showing posts with label Gamemastering Advice. Show all posts

Tuesday, October 20, 2015

20 Ways to Shake Up Your Next Game

Got an adventure idea, but worried that it's a little stale?   Looking for a way to "freshen up" your next game? 

Well look no further - here's 20 ways to bring a little excitement back to your bedroom...er...I mean, your gaming table.

Yeah, totally getting this tattoo, but not on my arm...


(Full disclosure, I put this together for my man-crush Zak Smith's "Thought Eater" contest, here, but now that I have been vanquished by a noble opponent, I can share).

So, here's my "Wand of Wonder for Adventure Design," if you will.  Start with your adventure idea.  Maybe it's "the mayor hires the PCs to stop goblins from raiding the town."  Or maybe it's "the high priest sends the PCs to get an artifact from an evil lich." Now, take that idea, roll on the table below, and apply the results.

Wand of Wonder for Adventure Design
(roll 1d20, apply result to your adventure idea)

Roll     Change-Up Your Planned Adventure By…

(1)     Peripeteia, a/k/a “the Old Switcheroo” — In classical Greek tragedy and comedy, a peripeteia is a sudden reversal or change in the circumstances or core assumptions of the plot.  Take your planned adventure and build one of those in.  Maybe those goblins raiding the town have repented their ways and given up violence.  Now, the PCs are left between a tribe of peaceful goblins and an angry mayor who wants the goblins dead – and if the PCs won’t do it, he’ll hire some other adventurers who will.  Or, upon breaching the sanctum of the evil lich, the PCs find her beaten and distraught.  She is evil, sure, but was tasked eons ago by the gods to guard the artifact – which was recently stolen, and now endangers the entire world.  Instead of fighting the lich, the PCs must help her track down and return the artifact before it is too late.

(2)     Boss For a Day — Keep your adventure setup exactly as planned.  But the mayor, high priest, or other quest-giver does NOT want the PCs to handle the job themselves – oh no, they are far too valuable and important to ever risk on such a dangerous and/or minor mission!  Instead, the quest-giver wants the PCs to track down, hire, and supervise other, more-expendable adventurers for the task.  Now, the PCs get to experience all the joys of “middle management.”  They have to round up and supervise a bunch of morally ambiguous murder-hobos who will, of course, demand ridiculous amounts of treasure before lifting a finger, burn down the inn, pick fights with the locals, loot and pillage everything in sight, and ultimately screw the job up royally – leaving the PCs to pick up the pieces and finish the task.

(3)     Start in Media Res — Jump right past the adventure idea you had, either to the middle of the action, or to its aftermath – right where a new, more complicated story is about to begin.  Start the game with the PCs already battling the goblin king in his lair.  After the battle, the PCs discover that the real adventure is just beginning – deciding how to deal with the surrendering goblins, figuring out a way to haul their cumbersome treasure back to town, getting the mayor to actually pay out the extravagant reward he offered.  Or start the PCs in the lich’s sanctum, while the now-defeated and slowly disintegrating lich cackles and taunts them.  It seems that the artifact is sentient, and is already telepathically summoning every powerful evil wizard, cleric, and monster in the region, all to ensure that it never reaches the high priest who can destroy it.

(4)     Bring on the B-Team — When the players show up, hand out character sheets for their hirelings, henchmen, allies, and friends.  Then inform them that their regular characters embarked upon your planned adventure several days ago, but have not returned.  Not content to wait any longer, their hirelings, henchmen, allies, and friends have resolved to retrace the PCs’ steps in the hope of rescuing them.  It is up to you whether the PCs were actually defeated or captured, and really need rescuing, or whether the PCs just got side-tracked, decided to stop over in a brothel, are planning a surprise party, etc.

(5)     Shift Genres for a Night — Take your adventure idea and rework it to fit within a completely different genre.  So, if your adventure is a standard heroic fantasy quest, take all those same elements, rework it, and run it as a horror story, or a pulp romance, or a murder mystery.  Maybe those goblin attacks are all the work of a single, deranged goblin serial killer (a short, green “Jason”?).  Maybe that lich is happy to do anything you ask, but only if you can solve her latest love-triangle dilemma (Team Edward vs. Team Jacob, but Edward is a red dragon and Jacob is an unusually handsome mind flayer).  

(6)     Make the Bad Guys “Good” — Keep your adventure exactly as planned, but replace the opposition with traditionally “good” monsters.  Then devise a plausible, justifiable, and reasonable explanation why a good-aligned creature would engage in the otherwise villainous activities.  Instead of goblins, the village is under attack by normally peaceful wood elves.  Are they being controlled by some evil wizard?  Have greedy loggers from the village ignored the elves’ pleas to stop?  Or are both sides arguably in the right – e.g., the villagers need to continue logging to survive, but the land is sacred to the elves.  Or, instead of a lich, the PCs find a silver dragon guarding the artifact.  The dragon explains that she has been posing as a lich for hundreds of years because it helps keep the riff-raff away.  The dragon confirms she has the artifact wanted by the high priest, but is afraid she can’t bear to part with it for at least a few hundred more years.  Now, the PCs must decide what to do.  Do they fail their quest for the high priest, who urgently needs the artifact?  Do they battle an otherwise friendly and good-aligned silver dragon?  Try to steal it and return it?  Something else?

(7)     Break the Rules (Or at Least a Key Assumption) — Change one of your game or campaign world’s default assumptions for a night, but NOT in a way that screws over your players.  Maybe there is a planetary alignment that greatly strengthens magical spells, allowing even apprentice-level wizards to draw forth vast amounts of power.  Maybe the gods themselves have placed a wager on the outcome of the PC’s quest, with some providing boons and advice, and others placing new and surprising obstacles in their way.  Maybe the god of death himself is taking a holiday, so no one – not the PCs, and not the monsters – can die regardless of their wounds.  The change be temporary, but fundamentally alter how the PCs approach the problem.

(8)     Unlikely Team-Up — Choose one (or more) of the PCs’ most hated and feared adversaries.  When the PCs show up to accept their quest, they find the villains already present.  It seems that the villains have also agreed to undertake this mission, and work with the PCs, for reasons selfish, altruistic, or entirely unknown.  Can the PCs work with their enemies?  Do they use the adventure as an opportunity to settle old scores?  Or will they grudgingly come to respect their former foe?

(9)     Reverse the Plot — Take the adventure you had in mind and reverse as many parts of it as possible – including, but not limited to, the quest-giver, the goal, and the opposition.  For example, instead of being hired by the mayor to stop the goblins, maybe the goblin king sends an envoy to hire the PCs to stop (through diplomacy or combat) other adventurers and townsfolk from making repeated attacks on the goblins’ lair.  This can lead to a fun “reverse dungeon,” where the PCs are planting the traps, setting up guard rooms, and organizing and training the goblins.  Or, instead of being hired by the high priest to assault the lich’s lair, maybe the lich wants to take a vacation, and is willing to trade away powerful magic items in exchange for the PCs serving as “guard dogs” for her haunted castle during her absence?

(10)   Too Much, Too Fast — The adventure proceeds as you planned, but the PCs’ employer gives them way too much firepower for the task.  Complete overkill.  Perhaps the mayor offers to loan the PCs a (recently confiscated) Staff of the Magi or other powerful magical item.  Or perhaps the high priest agrees to bestow upon one of the players the full measure of his own mighty power for the duration of the quest.  The goal is to give the PCs so much raw, uncontrolled power that the real challenge becomes restraining themselves from blowing everything around them sky high.  When the mission is done, do they return the incredible power they have been loaned?  Or do they betray their employer and try to keep it?   

(11)   All Too Easy — Keep your adventure the same, but today is the PCs’ lucky day.  Downgrade the opposition until it is almost laughable.  Maybe a plague has recently ravaged the goblin tribe, and the handful of warriors they can muster are sickly and weak.  Maybe the “lich” is really just a human charlatan, relying on ghost stories and folklore to scare everyone away.  The adventure is not a test of the PCs’ prowess or cunning, but of their moral character and mercy.  How long will they slaughter hapless, plainly overmatched foes before their conscience retrains them?

(12)   Toolbox Changeup — Pick one or more of the “tools” that you regularly use in your game (miniatures, maps, handouts, pictures, wandering monster tables, a GM screen, pre-prepared notes, character sheets, initiative rolls, dice, or whatever) and put them away for a night.  At the same time, pick a tool that you almost never use and try to work that into this session’s game.

(13)   Freaky Friday — The adventure proceeds as originally planned but, early on, the PCs stumble across an old skull, a mummified monkey’s paw, or some other obviously magical item.  The item is cursed and, when messed with, causes all of the PCs’ minds to jump to a different body.  Ask everyone too pass their character sheet to the player on their right.  Now, the adventure just got much harder, as our heroes must complete it while still in the “wrong” bodies.  The means for removing the curse are up to you.  Consider awarding bonus XP, hero points, inspiration, or your own preferred “player treat” for roleplaying the voice and mannerisms of the player/character whose body they are borrowing.

(14)   It’s All About the Competition — Keep your adventure setup the same, except that the quest-giver has decided to use the threat or problem as an opportunity to learn, once and for all, who are the greatest heroes in the land.  All of the PCs’ rivals show up to compete.  The group that solves the problem will be the toast of the town, and lavished with praise and gold.  The losers will become a joke.  Now, the PCs must rush to accomplish their goal, while facing sabotage along the way.   

(15)   You’re (Probably) Too Late — Everything in your planned adventure is true, but change things so that, part way into the game, the PCs suddenly discover that they have much less time than previously thought, and are perhaps already too late!  The villain’s nefarious plan came to fruition early.  The goblin camp is mostly empty because they have already departed to raze the village.  The lich has already activated the magical artifact, triggering an imminent apocalypse.  Now the PCs must scramble to come up with a new plan on the fly, or maybe just find some way to mitigate the impending disaster.

(16)   Swap Your “School Of Magic” for a Night — If you are running an “old school” game, switch it up by injecting some “new school” mechanics for the night.  For example, you might use something like John Wick’s “The Dirty Dungeon” (here) to let your players build the goblin tribe’s dungeon at the start of the session.  If your regular style is more “new school,” give Matthew Finch’s “Quick Primer for Old School Gaming” (here) a read, and try to incorporate as many elements as possible in your next game.

(17)   False Flag — The person giving the PCs the quest is not who they think (because of mind-control, illusion magic, intellect devourers, he took a bribe, or any other reason) and his or her motives are different than represented.  Maybe the quest-giver is really just a villain in disguise, hoping to lure the PCs away before launching his latest scheme, lead them into an ambush, discredit them, or use them to destroy his villainous rivals.  Maybe a group of doppelgangers wants to assume the PCs’ identities once they are outside of town.  Or maybe an old boyfriend is trying to stage a heroic rescue, in hopes of reconciliation. 
 
(18)   Uh, What Did We Do Last Night?” — Think Memento the RPG.  Begin the session just as the PCs approach the main villain of your adventure.  Unfortunately, a curse or magical mishap has just wiped out all of their memories for the last few days, and now they don’t remember where they are, who hired them, or what they are supposed to do – they need to piece all that together from clues and interrogating monsters they recently defeated.  At least one clever villain with a plausible, but utterly false, story about why the PCs are here is recommended.
 
(19)   No, You Do It” — A couple days before the game, give your notes to one of your players (the one with an interest in GMing) and ask him or her to run the next session.  You play one of the group’s hirelings or followers – preferably someone who is dumb and generally just goes along with whatever the PCs decide.  Play dumb and reveal nothing about the adventure – the goal is flip your perspective, and see how the adventure you wrote and planned to run feels from the other side of the screen.
 

Uh, yeah, maybe don't hand over the screen to that lady from Dark Dungeons...
 
(20)   And Tonight’s Guest Star Is…” — Grab someone from outside your regular group and ask them to “guest star” as an NPC for the session.  Tell your guest star in advance that they cannot personally hurt, kill, or steal from any of the PCs (to avoid hurt feelings), but that otherwise they should make life as difficult for as possible.  VIP protectees, local guides, and villains who talk a lot, but hide behind and army of goons can all make good choices for the NPC.

- Balthazar

Saturday, September 5, 2015

Starting at 0-Level in D&D 5e

 Who loves playing D&D, and starting the PCs out as 0-level nobodies?  This guy!

 One of my favorite AD&D modules, penned by the late, great Aaron Allston, and the one that introduced me to 0-level characters.

And while the new 5th Edition D&D rules don't actually support starting at 0-level, this is ridiculously easy to fix.  My own personal "patch" is as follows:

Starting at 0-Level

Step One - PCs roll their stats using whatever method you prefer.

Step Two - Each player then rolls a 1d100 on the "Table of Many Backgrounds" below, to determine their starting background, proficiencies, equipment, and languages. 

To make the pain of having to roll on a random chart go down better, I also grant the PC the listed bonuses to their attributes. So, for example, if you roll a "1," your background is an Actor, and in addition to all the proficiencies and equipment listed, you gain a +4 bonus to your starting Charisma and a +1 bonus to all other attributes.

Note:  I *do* allow players, if they wish, to choose their own background, rather than randomly rolling.  However, their characters do *not* gain the listed bonus to attributes.  The brave and the bold roll and let the dice fall where they may!

Step Three - Chose race and gain the benefits listed in the PHB.

Step Four - Final touches:
  • All 0-level characters start with 6 HP, plus their CON modifier.
  • Starting proficiency bonus is +1.
  • 0-level characters are not proficient in any saving throws.
  • You begin only with the equipment and money listed on the table.
  • If your background indicates that you know one or more 0-level spells, you may only cast each spell once per long rest.
Advancing to First Level - After your first adventure, assuming you are alive and have accumulated at least 50 XP, you can advance into any character class of your choice:
  • Your proficiency bonus increases from +1 to +2.
  • You roll HP as normally when leveling up (but do not get the maximum at first level).
  • You gain all the normal proficiencies, abilities, etc., for your new class.  In the case of duplication, you gain no benefit.
  • You do not gain any additional equipment, except that Wizards gain a spellbook for free, and clerics/druids gain a holy symbol, if they do not have one already.

Fans of the superb Dungeon Crawl Classics RPG from Goodman Games will know exactly what gave me the inspiration for rolling backgrounds randomly and the chart below.

This is the method of character generation I have been using in my Neverwinter Nights D&D "cloud" campaign.  Overall, it results in characters that are a bit stronger and more skilled than normal, by-the-book PCs, but not overly so.  Enjoy!

Want to read about the campaign these rules were made for?  Click here for information of the Neverwinter Nights "cloud" campaign, 26 players strong and growing.


The Table of Many Backgrounds 
1d100 Roll
Background
Weapon, Armor & Skill     Proficiencies
Tool Proficiencies
Attribute Bonus 
(Max 20)
Starting Equipment
1
Actor
Dagger, Club, Deception, Performance, Persuasion, Sleight of Hand, Chondathan, Two Additional Languages
Disguise Kit, One Musical Instrument
 
+4 CHA
   
+1 to All other
Clothes (traveler’s, fine, and a collection of 3 common costumes), Dagger, Disguise Kit, Book w/ Collection of Plays, One Musical Instrument of Your Choice, Broadsheet Pamphlet (raving about one of your past performances), Backpack, Sack, Bedroll, Mule w/ Saddlebags, 25 gp
2-3
Adventurer’s Heir
Dagger, Shortsword, Club, Light & Medium Armor, Athletics, History, Arcana, Chondathan, Elvish, One Additional Language
--
+1 to All
Clothing (traveler’s), Shortsword, Silvered Dagger, Chain Shirt, Potion of Healing, Chapbook of Tales of a Famous Adventurer, Backpack, Bedroll, Waterskin, 50 gp 
4
Alchemist’s Apprentice
Club, Quarterstaff, Arcana, Nature, Chondathan, Two Additional Languages
Herbalism Kit, Alchemist’s Tools, Poisoner’s Tools
+2 INT, 
  +2 DEX, 
+2 CON
Robes, Common Clothing, Dagger, Alchemist’s Tools, Herbalism Kit, 2 Vials Alchemists’ Fire, Vial of Antitoxin, Book of Notes & Alchemical Recipes, Quills & Ink Vial, Backpack, Bedroll, Waterskin, Wineskin, 30 gp
5
Archer
Shortbow, Dagger, Athletics, Perception, Survival, Chondathan, One Additional Language
Woodcarver’s Tools
+2 DEX,
+2 STR
Traveler’s Clothing, Dagger, Shortbow, Quiver of 20 Arrows, Mess Kit, Backpack, Bedroll, Waterskin, 2d6 sp
6
Assassin
Dagger, Shortsword, Light Crossbow, Shortbow, Light Armor, Deception, Sleight of Hand, Stealth, Chondathan, One Additional Language
Thieves’ Tools
+2 DEX,
+2 CON
Traveler’s Clothing, Leather Armor, 2 Daggers in Hidden Wrist-Sheaths, Shortsword, Thieves’ Tools, Pouch with a Pinch of Arsenic (ingested, DC 15 Con Save or 3d6 damage and poisoned for 1 day), Large Sack, Wineskin, 50 gp
7
Baker
Club, Quarterstaff, Dagger, Light Armor, Chondathan, One Additional Language, Choose One of the Following:  Animal Handling, Deception, or Persuasion
Cook’s Utensils
+5 CON,
+1 to All other
Homemade Padded Armor, Club, Dagger, Clothes (common),  5 lbs. Sack of Flour, Backpack, Bedroll, Cooking Utensils, Waterskin, Bottle of Sembian Red Wine, 10 gp
8-9
Bandit 
Shortsword, Dagger, Club, Shortbow, Light Armor, Stealth, Survival, Chondathan, One Additional Language
--
+2 STR, 
+2 CON
Common Clothes, Black Cloth for Tying Around Face, Leather Armor, Shortsword, Dagger, Shortbow, 10 Arrows, Set of Dice, Backpack, Bedroll, Wineskin, 3d10 gp
10
Barber
Dagger, Club, Insight, Medicine, Chondathan, One Additional Language 
Barber’s Tools
+3 DEX,
+1 to All other
Common Clothes, Dagger, Barber’s Tools (scissors, razors, brushes, combs, creams, tooth-pullers, etc.), Healer’s Kit, Backpack, Bedroll, Sack, Wineskin,    20 gp
11
Barrister
Dagger, Club, History, Investigation, Performance, Chondathan, Two Additional Languages
--
+2 INT,
+2 WIS,
+2 CHA
Clothes (fine), Dagger, Book, Bottle of Ink, 10 Sheets of Parchment, Blanket, 3 Volume Set of the Waterdeep Code Legal, Scroll Case, Bedroll, Backpack, Wineskin, Waterskin, 100 gp
12-13
Beggar
Dagger, Club, Sling, Deception, Persuasion, Sleight of Hand, Chondathan, One Additional Language
--
+2 DEX,
+2 CON
Clothes (ragged), Dagger, Sack, 2 days rations (spotted with mold), Copper Coin with Sharpened Edge, 2d6 sp
14-15
Blacksmith’s Apprentice
Club, Dagger, Light Hammer, Warhammer, Maul, Light & Medium Armor, Athletics, Chondathan, One Additional Language
Smith’s Tools
+4 STR,
+2 CON
Clothes (common), One Weapon of Your Choice, Dagger, Chain Shirt, Backpack, Bedroll, Waterskin, 10 gp
16
Butcher
Dagger, Club, Hand Axe, Athletics, Animal Handling, Chondathan, One Additional Language
Cook’s Utensils
+2 STR, 
+4 CON
Clothes (common), Hand Axe (Cleaver), Dagger, Homemade Shield, Backpack, Cook’s Utensils, Bedroll, Waterskin, Sack, 5 lbs. Dried Beef, 5 gp
17-18
Caravan Guard
Spear, Longsword, Dagger, Light & Medium Armor, Animal Handling, Survival, Perception, Chondathan, One Additional Language
Gaming Sets
+2 STR,
  +2 CON
Traveler’s Clothes, Longsword, Dagger, Leather Armor, Shield (painted with Merchant Company Symbol), Mess Kit, Backpack, Bedroll, Tinderbox, Wineskin, 10 gp
19
Charlatan/ Confidence Artist
Dagger, Club, Deception, Performance, Sleight of Hand, Chondathan, One Additional Language
Gaming Sets, Disguise Kit, Forger’s Kit
+2 DEX, 
+2 CHA
Clothes (fine and traveller’s), Dagger, Backpack, Forger’s Kit, Disguise Kit, Forged 1,000 gp Bloodnote from Seven Suns Trading Priakos, Bedroll, Wineskin, 3d10 gp
20
City Guardsman (Waterdeep, retired)
Dagger, Shortsword, Longsword, Spear, Crossbow, Light & Medium Armors, Athletics,  Perception, Chondathan, One Additional Language
Gaming Set
+2 STR, 
+2 CON
Clothes (traveler’s), Shortsword, Dagger, Spear, Faded Waterdeep Guard Cloak, Medal of Commendation (Waterdeep), Chain Shirt, Backpack, Bedroll, Waterskin,     40 gp
21
City Watchman (retired)
Dagger, Club, Shortsword, Longsword, Mace, Light & Medium Armor, Insight, Perception, Chondathan, One Additional Language
Gaming Set
+2 STR, 
+2 WIS
Clothes (traveler’s), Shortsword, Dagger, Leather Armor, Dice Set, Backpack, Bedroll, Boot with Hollow Heel, Waterskin, 20 gp
22
Cook
Dagger, Club, Hand Axe, Light Armor, Athletics, Animal Handling, Chondathan, One Additional Language
Cook’s Utensils
+4 CON,
+1 All other
Clothes (common), Hand Axe (Cleaver), Homemade Padded Armor, Backpack, Bedroll, Cook’s Utensils, Iron Pot, Tinderbox, Waterskin, 10 gp
23-24
Cormyrian Knight
Longsword, Shortsword, Mace, Dagger, Lance, All Armors, Animal Handling, History, Chondathan, One Additional Language
--
+2 STR, 
+1 All other
Clothes (traveler’s & fine), Longsword, Dagger, Chainmail, Shield w/Family Crest, Backpack, Waterskin, Mess Kit, Signet Ring, Bedroll, War Horse (w/saddle and saddle bags), 100 gp
25
Cormyrian Knight’s Squire
Longsword, Shortsword, Dagger, Lance, Light & Medium Armors, Animal Handling, History, Chondathan, One Additional Language
--
+2 CON,
+1 All other
Clothes (traveler’s), Shortsword, Dagger, Chain Shirt, Backpack, Waterskin, Bedroll, Pony (w/saddle and saddlebags, 2 days feed), 20 gp
26-27
Courtesan/ Prostitute/ Trull/ Bedwarmer”/ “Warmflanks” or “Banner” (etc.  You get the picture)
Dagger, Club, Deception, Persuasion, Sleight of Hand, Chondathan, One Additional Language
One Musical Instrument, Disguise Kit
+2 CON, 
+4 CHA
Clothing (traveler’s & fine), Dagger, Holy Symbol of Sune, One Musical Instrument, Vial of Perfume, Wineskin, Disguise Kit, Backpack, Bedroll, 50 gp
28-29
Cutpurse
Dagger, Club, Perception, Sleight of Hand, Stealth, Chondathan, One Additional Language
Thieves’ Tools
+2 DEX, 
+2 CHA
Clothes (common), Dagger, Coat w/ Hidden Pockets Sewn In, Steel Coin with Sharpened Side, Dice Set, Thieves’ Tools, Sack, Wineskin, 10 gp
30
Ditch-Digger
Dagger, Club, Athletics, Survival, Chondathan, One Additional Language
--
+4 STR, 
+2 CON
Clothes (common, dirty), Dagger, Shovel (as club), Sack, Lamp, Flask of Oil, Tinderbox, Wineskin, 2d6 sp
31
Drover
Club, Spear, Dagger, Light Armor, Animal Handling, Survival, Chondathan, One Additional Language
Land Vehicles
+2 STR, 
+ 2 CON
Clothes (common), Homemade Padded Armor, Club, Dagger, Backpack, Waterskin, Iron Pot, Wagon (Full of Potatoes, 2 Draft Horses, Spare Wagon Wheel, 5 gp
32
Druid’s Apprentice
Quarterstaff, Club, Dagger, Light Armor, Animal Handling, Nature, Religion, Survival, Chondathan, Two Additional Languages
Herbalism Kit, Woodcarver’s Tools
Spells:  two 0-level Druid spells
+4 WIS
Clothes (traveler’s), Padded Armor, Quarterstaff, Dagger, Backpack, Bedroll, Pouch of Mistletoe, Herbalism Kit, Healer’s Kit, Waterskin, Holy Symbol, 5 gp
33
Dung Carter
Club, Dagger, Light Armor, Animal Handling, Survival, Perception, Chondathan, One Additional Language
Land Vehicles
+2 STR,  
+4 CON
Clothes (common), Homemade Padded Armor, Bedroll, Waterskin, Rickety Cart (soiled) with Mule, Wineskin, 2d6 sp
34
Dwarf Lord (from a fallen realm)
Dagger, Club, Shortsword, Battleaxe, Greataxe, All Armors, History, Persuasion, Chondathan, Dwarvish, Two Additional Languages
Smith’s Tools, Mason’s Tools
 
+2 CON,
+2 CHA
Clothes (traveler’s), Battleaxe, Dagger, Chain Shirt, Backpack, Bedroll, Whetstone & Oily Rag, Mess Kit, Waterskin, Pony (with saddle and saddlebags), 50 gp
35-36
Dwarven Outcast
Dagger, Shortsword, Battleaxe, Greataxe, Light & Medium Armors, Deception, Intimidation, Perception, Chondathan, Dwarvish, One Additional Language
Smith’s Tools, Mason’s Tools
+2 STR, 
+2 CON
Clothes (travelers’), Shortsword, Dagger, Boot with Spring Blade (per Dagger), Chain Shirt, Backpack, Bedroll, Dice Set, Vial of Poison (basic), Wineskin, 20 gp
37
Elven Noble
Longsword, Shortsword, Dagger, Spear, Longbow, History, Nature, Arcana, Chondathan, Elvish, Three Additional Languages
Three Musical Instruments
Spells: three 0-level Wizard spells.
+2 INT, 
+2 CHA
Clothes (fine & traveler’s), Dagger, Silvered Longsword, Backpack, Potion of Healing, Waterskin, 20 gp plus 100 gp in various gems
38
Escaped Criminal  (on the run)
Shortsword, Dagger, Club, Light Armor, Deception, Stealth, Survival, Sleight of Hand, Chondathan, One Additional Language
Thieves’ Tools
+2 DEX,
+2 CON
Clothes (common), Club, Stolen Loaf of Bread & Jug of Wine
39-40
Exiled Noble
Longsword or Rapier, Dagger, History, Insight, Persuasion, Chondathan, Two Additional Languages
--
+2 INT,
+2 CHA
Clothes (traveler’s), Longsword or Rapier, Dagger, Backpack, Potion of Healing, Gold Signet Ring, Wineskin, Bedroll, 100 gp
41-45
Farmer
Club, Spear, Quarterstaff, Dagger, Light Armor, Nature, Perception, Survival, Chondathan, One Additional Language
--
+2 STR,  
+4 CON
Clothes (common), Pitchfork (as spear) or Spade (as club), Homemade Padded Armor, Backpack, Bedroll, Sack of Vegetables, Waterskin, 2d6 sp
46
Fisherman
Spear, Club, Dagger, Light Armor, Nature, Survival, Chondathan, One Additional Language
Water Vehicles
   +2 STR,
+2 CON
+2 DEX
Clothes (common), Club, Dagger, Homemade Padded Armor, Backpack, Bedroll, Waterskin,   2d6 sp
47
Footpad
Club, Dagger, Shortsword, Deception, Intimidation, Stealth, Chondathan, One Additional Language
--
+2 STR,
+2 DEX
Clothes (common), Bronze-Headed Club, Dagger, Shortsword, Sack, Wineskin, 2d6 sp
48
Forester/ Hunter/ Trapper
Dagger, Club, Shortbow, Spear, Nature, Perception, Survival, Chondathan, One Additional Language
Woodcarving Tools
+2 DEX,
+2 WIS
Clothes (traveler’s), Dagger, Shortbow, 20 arrows, Hunter’s Trap, 1d6 Beaver Pelts, Backpack, Bedroll, Woodcarving Tools, Collection of Small Wooden Animals, Waterskin, 10 gp
49
Gambler
Dagger, Club, Deception, Insight, Sleight of Hand, Chondathan, Three Additional Languages
Gaming Sets (cards & dice)
+2 DEX, 
+2 CHA
Clothes (fine), Dagger in Hidden Sheath, Backpack, Bedroll, Coat with Hidden Pockets, Wineskin, Dice & Cards, Deed to a Ruined House in Neverwinter, 1d10x10 gp, Choose One:  Flamboyant Hat, Gold Tooth, Glass Eye, or False Eyepatch.
50
Grave Digger
Dagger, Club, Athletics, Intimidation, Chondathan, One Additional Language
--
+2 STR, 
+4 CON
Clothes (common), Shovel (treat as club), Dagger, Bedroll, Waterskin, 2d6 sp
51
Grave Robber
Dagger, Shortsword, Club, Light Armor, Investigation, Stealth, Chondathan, One Additional Language
--
+2 STR, 
+2 CHA
Clothes (traveler’s), Shortsword, Dagger, Leather Armor, Shovel (per club), Backpack, Sack, Bedroll, Waterskin, Pouch of 50 gp of Jewelry (assorted rings, necklaces, earrings, and brooches stolen from graves), 10 gp
52-55
Guild Artisan
Dagger, Club, Insight, Persuasion, Chondathan, One Additional Language
One set of Artisan’s Tools (your choice)
+2 to All
Clothes (traveler’s), Dagger, Club, One Set of Artisan’s Tools (pg. 154) Backpack, Bedroll, Waterskin, Mule (w/ Saddlebags), Letter of Recommendation from Former Master, 20 gp
56
Innkeeper   (former)
Dagger, Club, Insight, Persuasion, Chondathan, Two Additional Languages
One Musical Instrument
+2 WIS, 
+2 CHA
Clothing (traveler’s), Dagger, Wineskin, Backpack, Sack, Bedroll, 150 gp (life savings from selling what was left of your burned-down inn)
57
Jester/Juggler/ Entertainer
Dagger, Club, Acrobatics, Performance, Sleight of Hand, Chondathan, One Additional Language
One Musical Instrument
+2 DEX, 
+2 CHA
Clothes (traveler’s & performer’s motley), Dagger, Juggling Balls, One Musical Instrument of Your Choice,  Backpack, Bedroll, Waterskin,  10 gp
58
Laborer/ Porter
Dagger, Club, Athletics, Intimidation, Chondathan
--
+4 STR,
+2 CON
Clothes (common), Club, Sack, Waterskin, Push Cart, 2d6 sp
59
Locksmith’s Apprentice
Dagger, Perception, Sleight of Hand, Chondathan, One Additional Language
Thieves’ Tools, Tinker’s Tools
+2 DEX,
+2 INT
Clothes (common), Dagger, Backpack, Bedroll, Thieves’ Tools, Ring of Skeleton Keys, 4 Locks (w/keys), Waterskin,  20 gp
60-63
Mercenary
Dagger, Shortsword, Longsword, Spear, Crossbow, Shortbow, Light & Medium Armors, Athletics, Animal Handling, Intimidation, Chondathan, Two Additional Languages
--
+2 STR, 
+2 CON
Clothes (traveler’s), Leather Armor, Shield Painted w/Symbol of Former Mercenary Company, Longsword, Dagger, Whetstone & Oily Rag, Backpack, Bedroll, Wineskin, 5d6 gp, Momento (roll 1d6): (1) Hilt from a Broken Orc Scimitar, (2) Elf Arrow, (3) Uthgardt Snowcat-fang Necklace, (4) Troll’s Finger (still wiggling), (5) Zhentilar Captain’s Baton, or (6) Pouch of Tin Soldiers from your Childhood  
64-65
Merchant
Dagger, Club, Deception, Insight, Persuasion, Chondathan, Two Additional Languages
--
+2 DEX, 
+2 CHA
Clothes (traveler’s & fine), Dagger, Backpack, Bedroll, Wineskin, Pony (w/saddle and saddlebags), Merchant’s Scale, Steel Mirror, Tinderbox,     50 gp
66
Miner
Dagger, Club, Light Hammer, War Pick, Warhammer, Maul, Athletics, Survival, Chondathan, One Additional Language
Mason’s Tools
+2 STR, 
  +2 CON
Clothes (common), Pickaxe (Treat as Club), Sack, Bedroll, Waterskin, 2d6 sp
67
Minstrel
Dagger, Club, Performance, Sleight of Hand, Chondathan, Two Additional Languages
Three Musical Instruments
+2 DEX,
+2 CHA
Clothes (traveler’s & fine), Dagger in Hidden Wrist Sheath, One Musical Instrument of Your Choice,  Backpack, Bedroll, Waterskin, 20 gp
68-69
Noble, Dilettante (Waterdeep)
Longsword, Rapier, Dagger, Light & Medium Armor, History, Persuasion, Chondathan, Two Additional Languages
Gaming Set
+2 INT,
  +2 CHA
Fine Clothes, Masterwork Longsword or Rapier (+1 damage), Dagger, Chain Shirt, Gold Signet Ring, Backpack, Potion of Healing, Wineskin, Bedroll, 200 gp
70
Noble,  Second Son (Cormyr)
Longsword, Shortsword, Lance, Dagger, Club, All Armor, History, Persuasion, Two Additional Languages
--
+2 STR,
 +2 CON,
+2 CHA
Fine Clothes, Masterwork Longsword (+1 damage), Dagger, Chain Shirt, Gold Signet Ring, Backpack, Bedroll, Potion of Healing, Waterskin, 200 gp
71
Northman Reaver
Dagger, Battleaxe, Handaxe, Longsword, Light & Medium Armor, Intimidation, Survival, Chondathan, Illuskan
Water Vehicles
+2 STR, 
+2 CON
Clothes (traveler’s), Handaxe, Longsword or Battleaxe, Dagger, Chain Shirt, Wooden Shield, Horned Helm, Holy Symbol to Umberlee, Sack, Wineskin, 2d6 gp
72
Peddler
Dagger, Club, Animal Handling, Insight, Persuasion, Chondathan, One Additional Language
--
+2 WIS,
+2 CHA
Clothes (traveler’s), Dagger, Backpack, Bedroll, Waterskin, Mule loaded with 50 gp of Trade Goods (your choice), 10 gp
73
Pig Keeper
Dagger, Club, Sling, Animal Handling, Survival, Chondathan, One Additional Language
--
+2 STR,
+2 DEX
+2 CON
Clothes (common), Dagger, Sling, Sack, Bedroll, Warm Winter Cloak and Gloves Sewn By Your Mother, Lucky (but worthless) Rock, Waterskin,     2d6 sp
74
Pimp
Dagger, Club, Insight, Intimidation, Persuasion, Chondathan, One Additional Language
--
+2 STR, 
+2 CHA
Clothing (traveler’s & fine), Fancy Hat, Dagger, Sap (treat as Club) Boot with Hollow Heel, Wineskin, Backpack, Bedroll, 50 gp
75
Poisoner
 Dagger, Club, Medicine, Nature, Sleight of Hand, Chondathan, One Additional Language
Herbalism Kit, Poisoner’s Kit
+2 DEX,  
+2 INT
Dagger, Clothes (traveler’s), Pouch with 4 Pinches of Arsenic (ingested, DC 15 Con Save or 3d6 damage and poisoned for 1 day), Vial of Antitoxin, Backpack, Bedroll, Wineskin, 10 gp
76
Rat Catcher
Dagger, Club, Sling, Deception, Sleight of Hand, Stealth, Chondathan, One Additional Language
--
+2 DEX, 
+2 CON
Clothes (ragged), Dagger, Sack, 1d6 dried rats, 2d6 sp
77-78
Retired Veteran
Dagger, Club, Shortsword, Longsword, Spear, Crossbow, Light & Medium Armors, Animal Handling, Survival, Chondathan, Two Additional Languages
--
+2 STR, 
+2 WIS
Clothes (traveler’s), Longsword, Dagger, Leather Armor, Backpack, Bedroll, Wineskin, 20 gp, and Roll 1d4:  (1) Eyepatch (you are missing an eye), (2) Wooden Hand (you are missing one hand, and may not use two weapons), (3) Letter of Commendation, (4) Potion of Healing.
79
Sailor
Dagger, Club, Athletics, Perception, Chondathan, Two Additional Languages
Navigator’s Tools, Water Vehicles
+2 STR
+2 DEX,
+2 CON
Clothes (common), Dagger, Belaying Pin (per club), 50’ of Silk Rope, Bedroll, Sack,  10 gp
80-81
Scholar/Sage
Quarterstaff, Dagger, History, Arcana, Perception, Chondathan, Three Additional Languages
--
+4 INT
Clothes (traveler’s), Dagger, Quarterstaff, Three Obscure Tomes (on subjects of your choice), Bottle of Ink, 10 Sheets of Parchment, Your Personal Journal, Backpack, Wineskin, Bedroll, 50 gp
82
Scribe
Dagger, Club, Arcana, History, Sleight of Hand, Two Additional Languages
Calligrapher’s Supplies, Forgery Kit
+2 DEX,
+2 INT
Clothes (traveler’s), Writing Kit & Supplies, Forger’s Kit, Dagger, Backpack, Bedroll,    20 gp
83
Servant
Dagger, Club, Insight, Persuasion, Chondathan, One Additional Language
--
+2 to All
Clothes (common), Dagger, Bedroll, Letter of Recommendation from Former Employer, Waterskin, 10 gp
84-85
Shepherd/ Goat Herder
Dagger, Club, Quarterstaff, Sling, Athletics, Survival, Chondathan, One Additional Language
--
+2 STR,
+2 DEX
+2 CON
Clothes (common), Dagger, Sling, Quarterstaff, Sack, Bedroll, Goat or Sheep, Waterskin, 2d6 sp
86
Stonemason
Club, Dagger, Light Hammer, Warhammer, Maul, Light Armor, Athletics, Chondathan, One Additional Language
Mason’s Tools
+4 STR,
+2 CON
Clothes (common), Sledge Hammer (treat as Maul), Homemade Padded Armor, Backpack, Bedroll, Waterskin, 10 gp
87-88
Temple Acolyte (City)
Club, Mace, Light Hammer, Warhammer, History, Medicine, Religion, Chondathan (Common), One Additional Language
Herbalism Kit
Spells:  two 0-level Cleric spells
+2 WIS,
+2 INT 
Clothes (traveler’s), Priest’s Robes, Mace, Holy Symbol, Prayer Book, Healer’s Kit, Waterskin, Backpack, Bedroll, 20 gp
89
Temple Acolyte (Evil or War-like Church)
Club, Mace, Dagger, Morningstar, Warhammer, Light & Medium Armor, Intimidation or Stealth, Religion, Chondathan, One Additional Language
Choose 1:  Herbalism Kit, Thieves Tools, Poisoner’s Kit, or Disguise Kit
Spells:  one 0-level Cleric spells
+1 STR,
+1 CON,
+2 WIS 
Clothing (traveler’s), Mace, Leather Armor, Holy Symbol, Prayer Book, Healer’s Kit, Backpack, Bedroll,  Waterskin, 50 gp
90
Temple Acolyte (Noble Birth)
Longsword, Club, Mace, Religion, History, Persuasion, Chondathan, Two Additional Languages
Gaming Set, Herbalism Kit
Spells:  one 0-level Cleric spells
+2 WIS, 
+2 CHA
Clothing (fine & traveler’s), Priest’s Robes, Mace, Holy Symbol, Prayer Book, Healer’s Kit, Waterskin, Backpack, Bedroll, 200 gp
91
Temple Acolyte (Roguish Church)
Dagger, Club, Mace, Deception, Stealth, Sleight of Hand, Religion, Chondathan, One Additional Language
Thieves’ Tools
Spells:  one 0-level Cleric spells
+2 DEX, 
 +2 WIS
Traveler’s Clothing, Dagger, Club, Holy Symbol, Prayer Book, Healer’s Kit, Backpack, Bedroll, Wineskin, 10 gp
92
Temple Guard
Longsword, Shortsword, Mace, Club, Spear, Athletics, Perception, Religion, Chondathan, One Additional Language
--
+2 STR, 
+2 WIS
Traveler’s Clothing, Chain Shirt, Mace, Dagger, Holy Symbol, Backpack, Bedroll, Waterskin, 20 gp
93
Thief Catcher
Dagger, Shortsword, Club, Quarterstaff, Net, Sling, Light Armor, Investigation, Intimidation, Stealth, Chondathan, Two Additional Languages
Disguise Kit, Thieves’ Tools
+2  DEX,
+2 WIS
Quarterstaff, 2 Daggers, Shortsword, Clothes (traveler’s & common), Leather Armor, Vial of Antitoxin, Bag of 20 Caltrops, Manacles with Lock & Key, Magnifying Glass, Thieves’ Tools, Backpack, Bedroll,    20 gp
94
Tinker
Dagger, Club, Sling, Perception, Sleight of Hand, Chondathan, Two Additional Languages
Tinker’s Tools, Thieves’ Tools
+2 DEX,
+2 CHA
Clothes (traveler’s), Dagger, Tinker’s Tools, Thieves’ Tools, Mule loaded with Collection of Pots and Cheap Metalwork (worth 10 gp), Bedroll, Waterskin, 10 gp
95
Tumbler/ Acrobat
Dagger, Club, Quarterstaff, Acrobatics, Athletics, Performance,  Chondathan, One Additional Language
One Musical Instrument
+2 STR,
 +2  DEX
Clothes (traveler’s & performer’s motley), 50’ Silk Rope, Dagger, Backpack, Bedroll, Waterskin, 5 gp
96
Uthgardt Barbarian Wanderer (Griffon, Elk, Tree Ghost, or Blue Bear Tribes)
Club, Greatclub, Longsword, Battleaxe, Greatsword, Spear, Sling, Maul, Light & Medium Armor, Intimidation, Survival, Chondathan, Uthgardt, One Additional Language
--
+2 STR, 
+2 CON
One Weapon of Your Choice, Dagger, Hide Armor (furs), Traveler’s Clothes, Bedroll, Waterskin, 5 gp
97
Village Priest
Club, Mace, Quarterstaff, Sling, Insight, Medicine, Religion, Chondathan (Common), One Additional Language
Herbalism Kit
+2 WIS, 
+2 CON
Clothing (traveler’s), Priest’s Robes, Quarterstaff, Holy Symbol, Prayer Book, Healer’s Kit, Waterskin,  Backpack, Bedroll, 10 gp
98-100
Wizard’s Apprentice
Dagger, Quarterstaff, Arcana, History, Chondathan, Three Additional Languages
Herbalism Kit, Alchemists’ Supplies
Spells:  three 0-level Wizard spells
+2 INT, 
+2 WIS
Robes, Traveler’s Clothes, Dagger, Former Master’s Spellbook with 4 random 1st Level Spells, Backpack, Bedroll, Wineskin, 20 gp