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@DylanDmitri
Last active June 12, 2018 21:47
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Setting

Standard dnd fantasy. Campaign takes place on a mid-sized island, about 10 days walk coast to coast.

The Isle is relatively isolated; the only trade is by ocean and difficult. It takes ships 6-7 months to make the journey, and seasonal storms limit the frequency of arrivals.

The Isle has a large supply of gems and precious metals, which are in high demand back on the mainland. Commercial mining has only really picked up in the last fifty years or so. The population and prosperity of the main port city of Nawa is growing at a respectable clip.

Most of the island's wealth is held by the merchant's guild in the main port city. The guild, composed of around a dozen leading families, runs most of the mining operations and charters trade ships. The guild are mostly wealthy mainlanders hoping to build a fortune.

Outside of the port city of Nawa, the Isle is still relatively wild and sparsely populated -- there's nomadic roaming bands in a loose confederation in the north, villages of fishermen on the southern coast, etc.

The guild has hired four groups of player characters, and assigned each group an important task. They provided good supplies and equipment, and promise a much larger payout on successful completion of your task.

UTILITY -- pick at least one

Half Orc Bard (played by Zefang)

13 strength       15 charisma 
11 constitution   12 wisdom 
12 dexterity      12 intelligence 

Age 37, neutral good Charlatan

Deeply sarcastic, fond of bad puns. Has a dark secret (which you learn if you pick the character), and uses sarcasm to hide the pain.

Instrument: a large orcish drum.

Your mother (half-orc) and your father (maybe 1/8-orc) were some of the first merchants on the island, but they were scammed out of their house and money by a con-artist. Out of spite you've studied a bunch of scams, are are determined to win back your fortune.

One time during a comedy routine your wig caught on fire, and you threw it down, but it ended up burning down half the pub. You aren't welcome back there.

Your family still has some funds left, and you've got a decent line of credit at the brokers house.

Human Rogue (played by Lee Fitchett)

17 strength       12 charisma 
10 constitution   12 wisdom 
15 dexterity      12 intelligence 

Age 20, true neutral

Very Confident, believes in a personal destiny. Nothing and no one can steer you away from your higher calling.

Guilty Pleasure: Adding to your collection of exotic coins

Father was a village chief from the Isle, but was corrupt and abused the power. You fought against your family, left home at about age 16. Have four siblings all back in town. Miss the village community and a former best friend.

After leaving, joined a band of Ruffians, and have some underworld connections as a result. Became good friends with an npc who's a fighter adventuring elsewhere on the Isle.

Magic Users -- pick at least one

Half Orc Warlock

12 strength       12 charisma 
12 constitution   12 wisdom 
15 dexterity      12 intelligence 

Age 23, true neutral

You're a former mercenary from the mainland, where you fought in some gruesome battles. You're still haunted by memories of war. A few months ago, on the eve of what was supposed to be your battalion's final stand, you were whisked away by a Djinn named Sophronia.

Now that Sophronia has saved your life, you are bound to be her servant. Sophronia apparently had a pact with your Grandfather, and is seeking a continue working with your family. Herbet apparently wants you on the Isle for whatever reason.

Your magic comes from Sophronia's good graces, and as such you have to compliment Sophronia or at least mention her everytime you cast a spell.

Human Wizard (played by Lifan Zeng)

14 strength       11 charisma 
16 constitution    9 wisdom 
11 dexterity      17 intelligence 

Age 34, chaotic neutral

Doesn't really believe in the gods or divine magic. Likes discussing philosophy, and is writing a big book in an invented language.

Strong believer in self-knowledge and self discipline.

Exiled at a young age for being a obnoxious know-it-all, but remains blissfully ignorant of this fact. Hid out in a library of magic, fearful that his mom made make him clean his room.

Flaw: Would risk too much to uncover a lost bit of knowledge.

You carry around a very ornate doornob, which is your most prized possession.

Brawlers -- pick at least one

Wood Elf Barbarian

14 strength        8 charisma 
19 constitution   13 wisdom 
 9 dexterity      12 intelligence 

Age 25, lawful good.

You come from an old line of elvish nobility. You are deeply proud of your ancestry, even though nobody else cares about your title. You are adventuring to make your name honorable again.

You feel it is your duty to care for those beneath you. You don't like to get your hands dirty, and won't be caught dead in unsuitable accommodations.

Flaw: You are quick to hear insults, constantly suspect that people are mocking you or laughing behind your back.

Your back is tattooed with a pair of wolf eyes, as a ward against evil spirits.

Human Monk (played by David Yang)

11 strength        6 charisma 
14 constitution   17 wisdom 
15 dexterity      15 intelligence 

Age 24, neutral good

Grew up orphaned on the streets. Tends to be very blunt in conversation, just states what people are trying to hint or imply.

You believe everyone should be strong enough to support themselves, and look down on teamwork as weakness.

Trained in a mountain top cloud castle on the north coast of the Isle. It's the final stopping point for frost dragons before they migrate north towards the polar icecaps to wait out the hot season. You speak draconic, and some of the local dragons will recognize you.

HEALERS -- pick at least one

Gnomish Druid

10 strength       13 charisma 
13 constitution   15 wisdom 
12 dexterity      12 intelligence 

Age 17, neutral good

Wants to be a real soldier like his older brother (who did two years and is now running a struggling restaraunt in town). A firm believer in justice and "the greater good". Appreciates direct action, simple solutions, and clear-cut morality.

Tells embellished stories of "my time in the army" even though he's just done the DnD equivalent of ROTC camp.

Befriended an old hippy dude and smoked some DnD weed, and now just want chill with nature. The dude died a couple years ago, but he shows up in your dreams now and then to offer advice.

Your mother is a navigator aboard the great trade ships. You grew up at sea, and have detailed knowledge of boats and naval affairs. You haven't met your father, but he's supposedly from the mainland.

Definitely listens to AC DC.

Deep down, is extremely loyal and will die for his friends, but maybe is uncomfortable showing that.

Tiefling Cleric (played by Joel Ye)

13 strength        8 charisma 
14 constitution   16 wisdom 
14 dexterity      10 intelligence 

Age 50, true neutral, Wandering Poet/Peddler

Quick to change opinions, doesn't hold strong beliefs. Flexible and adaptable person, likes to go with the flow. Has seen a lot in his days of wandering, talks about how the island's changed so much and "back in my day".

Born on the mainland, travelled to the island at a young age to start his own life at a much slower pace.

Your older sister is a high priestess of the Goddess of Luck, and one of your best friends (she astral-projects over for a talk every couple weeks). You aren't super interested in religion, but because of your sister the Goddess of Luck ends up helping you a lot, though you don't really realize it.

All your cleric spells are flavored as random acts. For example, casting "cure light wounds" might become "happen to find a healing potion under a rock", and "blinding light" might become "sunlight reflects off my armor just right". They have the same mechanical effects.

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