Monday, August 12, 2019

The Modular Campaign Devnotes: Fiverr Dungeon Masters

So, I'm starting a project called the Modular Campaign. This blog is going to go silent for a while as I will be focusing on that. I'll be opening a sister blog to this one; a devblog for the MC project. Consider this the first entry in that project.

I'm currently writing a draft adventure for the project. I'd link it to you, but that'd be giving things away for free, wouldn't it? Anyways, I've been struggling to get ahold of DMs who are interested in making some money via a collaborative game design project. So, I decided to do a little experiment. I purchased the services of 3 professional DMs on Fiverr. I asked each of them to give development notes on how I could improve my first draft of my adventure. Here's what it cost me:

Cheap and fast? You got it!

Only slightly more expensive, but with a longer delivery time? OK, but don't fuck me around on the due date!

Well, if I hired the other guy... I guess you seem pretty similar in price and time.

The work in question was a 38 page epic adventure for 4 1st level characters. It is intended to operate almost on the same scale as a published adventure while still being setting agnostic. I want to deliver on your dollar. It has original artworks, detailed maps, houserules, sidequests, and diversions aplenty.

I am now going to review their work.

I have intentionally hid their identities so that they don't suffer any consequences from this article.
(If anyone would like to deal with DM2, feel free to email me. I'll put you into contact with them.)

Dungeon Master 1


This one was the cheapest, and the one with the earliest delivery time. He delivered on time. The result was a single page RTF consisting primarily of grammatical and typo corrections. What little commentary they delivered however was probably more insightful than either of the other two. DM1 pointed out plot holes I had missed and errors in the flow of the adventure. I feel that, if I had hired DM1 for a more significant span of time, they could have delivered something truly thought provoking.

Dungeon Master 2


This one was the middle price and delivery time, though a much longer delivery time than the first. The product was an extremely thorough review of every part of the adventure. He basically dissected what I had done. While he and I differ philosophically on some matters, (I think evil players should suffer and TPK while good players should walk through problems with ease.) he was very detailed in the technical matters at hand. Quality for dollar, I got every penny's worth with this guy. His criticism was harsh, but not mean, and well justified. Highly professional.

Dungeon Master 3


This was the most expensive and longest delivery time.

I...

I did not get my money's worth here.

A one-page report with less information than the 35$ 7-day product.

Opens with just praising me on how great at writing adventures I am. No meaningful recommendations or corrections. Covered nothing that the other two didn't notice and deal with more thoroughly. Full of spelling and grammatical errors. Extremely amateurish and unprofessional tone. Devolved into generic feel-good DMing platitudes near the end.

I feel like this person has been running games for maybe a year or two and decided that made them good enough to do it professionally. I guess I paid them, so in a way they're right.

I've been in game design as a hobbyist for over 15 years now, and I'm still just a babe in diapers at this.

Results

Well, I'd say I'm overall happy with what I got. Based on my research of other peoples' experiments with Fiverr, generally speaking, if you want something done right, you need to use a shotgun approach. Hire at least 2 people to do the same task and use the best of all the results combined. Hiring 1 person at a time runs the risk of you getting screwed. Also, it pays to take some time to interview the service provider before paying for their service more than I did. I just hired whoever was available to respond that day. Overall, if you've got some cash to blow and need some professional DMing services that your social circle won't provide, I'd recommend doing business on Fiverr.

Modular Campaign

I am currently looking for hard-working dungeon masters with at least 5 years of experience in DMing or game design in general to help work on a project making modular content for the Dungeon Masters Guild. The material is intended to be setting agnostic and self-compatible, such that a DM could spend a small amount of money on a handful of small modules and build an entire setting and campaign in an evening off of that alone. Collaborators participating in the project are considered creative equals. Profits from a title are split evenly between contributors on that title's credits page. If you are interested in participating, please email me at 

jamalcolmson@hotmail.com

Monday, August 5, 2019

Campaign Prep: Ghosts of Saltmarsh

The following is a look into what it looks like behind the scenes as I prep for running a campaign. This example is taken from my notes on Ghosts of Saltmarsh, The notes are assembled as I read through the material and convert the information into a table-ready usable format. I then use my campaign prep notes to prep for each session.

External Research

The first thing I need to do is expand my knowledge of the setting. I'm sure I could run the game without any context whatsoever, but I'd be stunting myself to do that. The more I know, the more ideas I can draw from to motivate and justify in-game content.

I feel it's rather important that the clerics and paladins know their faiths, even if the deity in the campaign book doesn't exist on this table.

Some larger geographic context is also nice for a better sense of scale. Saltmarsh is a tiny bite of Keoland; itself a tiny bite of the Flaneass.

And, of course, a wikipedia page that summarizes the whole region and gives wider info about the setting.


And of course, I'm always a fan of tracking time in a tangible way- even without the motivation of overland travel.


Saltmarsh Demographics

It is often very difficult to discern what a town is really like from descriptions. I take as much info as I can and turn it into statistical data that gives an idea of the town's true nature.
  • 5000 Citizens
  • 5 of them are council members
  • 200 of them are dwarven miners
  • 100 of them are guards
    • Stationed guards wear studded leather and wield clubs
    • Patrol guards are on horseback, wear chainmail, and wield longswords and heavy crossbows
    • Operate in pairs
  • 500 civilians are part of the militia
  • Small force? of them are marines (veterans)
  • Main industry is fishermen
  • 12 are Solmor guards
  • 4 are Solmor veterans
  • 7 are priests of Procan
  • 1 is a gravedigger

Halflings and Elves draw no special attention, as they have local communities in nearby lands.
They react to other visitors, especially dragonborn and tieflings, with fear and curiosity.

FACTIONS

Generally, factions as concepts are easy to remember. The hard part of implementing a faction is remembering the character dynamics that control its behavior. As such, this section is a bunch of notes on the major NPCs.

Eda Oweland - Traditionalist (Leader)

  • CG Female Human Noble
  • Elderly, worn, short grey hair
  • Owns 3 fishing boats (Sailing Ships)
  • Reelected to council thrice
  • Gruff, Pragmatic
  • Wants to expand fishing industry by building new docks on wild coastline
  • Suspicious of dwarves and doubts the mine will ammount to much.
  • Curses when angry
  • Towfolk appreciate her standing up for them
  • Respects those with a spine; those who flatter are contemptible
  • When people need help, she volunteers first
  • Bond is Saltmarsh
  • Suspicious of outsiders, and too quick to trust familliar faces


Gellan Primewater - Traditionalist

  • NE Male Human Noble
  • Well spoken, dapper, neatly trimmed beard
  • Has positioned family to be most powerful in saltmarsh
  • Smuggles illicit goods and slaves via textiles and lumber exports to the Sea Princes
  • Recent attention on Satlmarsh is bad for his smuggling ring
  • If people found out who his customers, he'd get lynched
  • His popularity is second only to Eda
  • Funds many feasts, festivals, entertainments, etc.
  • Pretends to care little for the operations of the council
  • Loves to play the role of a foppish dandy
  • Loves beauty and genuinely likes seeing people enjoying his entertainments
  • Values his reputation above all else
  • Greed taints everything Gellan does
  • He secretly believes he can buy his way out of guilt


Eliander Fireborn - Loyalist

  • LN Male Human Gladiator
  • Fought in the royal army clearing the wild things of the dreadwood
  • Lost his leg to an owlbear, now has peg leg
  • Captain of town guard
  • Knows many languages (Common, Dwarvish, Elvish, Gnomish, Halfling, Orcish, Draconic)
  • Has a royal writ that allows him to impose martial law, but fears the lashback if he used it
  • Extremely cautious
  • Sees how the town is on the edge of renaissance, but also sees the Sea Kings influence every misfortune
  • Faithful servant to the crown, believes in law at all costs
  • His word is his honor; his honor his life
  • Incredibly stubborn


Manistrad Copperlocks - Loyalist

  • LN Female Dwarf Veteran
  • Leader of the dwarven mining operation
  • Runs operation from small office on town outskirts
  • Competent leader, savvy miner, has a knack for doing the impossible
  • Believes the silver veins indicate precious gemstones deeper underground
  • A formidable warrior, and not above using volence to keep her orders obeyed
  • Was placed on the council forsibly by the king
  • Very very bad at politics
  • Sees the non-loyalists as rustic dullards
  • Woman of few words; curt and quick; fair; nobody's fool
  • Curious and relentless
  • Intensely loyal to her folk, and threats to her kin earn her wrath
  • Impatient, pushes for quick results


Anders Solmor - Traditionalist? (Scarlet Brotherhood)

  • LG Male Human Noble
  • Slight man, sharp features, toothy smile
  • Recently inherited a fleet of fishing boats
  • Youngest person ever elected to council
  • Brash, inexperienced
  • Recent forays into trade made him a local celebrity
  • Owns both trading and fishing ships, allowing him to be massively competitive
  • Everyone in fishing supports Anders
  • But he hates the Sea Princes and smugglers
  • His buttler, Skerrin Wavechaser, is a scarlet brotherhood operative who assassinated his mother Petra
  • Several of his captains are scarlet brotherhood operatives
  • Sunny and optimistic
  • Too idealistic and too young to be realistic
  • He believes freedom is the root of all happiness
  • He is mourning the loss of his mother, and Skerrin is using this to fan his hate for the Sea Princes
  • Deeply naive from youth and slight sheltering


Skerrin Wavechaser

  • LE Male Human Assassin
  • Tall, lean, tan, short silver hair
  • Speaks in measured tones, keen eye for detail
  • Dispassionate, takes a protective stance toward Anders
  • Secretly renwoned for his patience as an assassin
  • Split personality: Fatherly and loyal; cold calculating killer
  • Those with experience should cultivate the young; the strong survive by culling the weak
  • Actually shares a strong bond with Anders that almost rivals his brotherhood loyalty
  • He believes he could kill the entire council and take charge overnight if he wanted

Projected Play Flow

My plan is to run the adventure in chapters, sort of. Basically, it'll start with me giving the players 7 days of downtime. The players choose their downtime activities for the coming week and pay the lifestyle expenses up front. Then we play out the week. I use the adventure content to set off events in the town and lay adventure hooks appropriate to each week. In total, the players could go on up to 7 adventures per chapter. Their "downtime" is the time spent back in town after the action. With no significant travel distances, literally all of the game's adventure material can be done in single days. To save prep time and table time, I will pre-roll as much game content as I can. If the players do EVERYTHING, this campaign should last at least 2 years worth of play.

I'm also mixing in the adventures from Tales of the Yawning portal, and placing the YP tavern in the town of Burle, since the game's content actually kind of tends to push people out to Burle from time-to-time. This gives the players some non-nautical adventures that happen off-scale from the GoS progression, allowing them to gain any levels missed out in the mainline and side quests. Since a lot of those adventures are positioned on the sea by GoS, it pushes them back to Saltmarsh repeatedly, giving them opportunities to reconnect with the mainline AP. I'll also put the Dungeon of the Mad Mage under the YP. Just because.

Session 0 and Chargen Plan

I would like to use the background options made available in GoS. They make sure the characters have some kind of connection to the region. Since the options give players more implicit power, they're quite beneficial. (At least 2 of them let the players own land in or around Saltmarsh! Score!) I'd only let players use non-GoS options if they want to write their story as being newcomers to the region. I'll be more lenient on this for non-local races as well, since they make more sense to be foreigners. As always, I plan to make as many character options available to my players. SCAG, XGtE, GGtR, even WGtE. All valid. The SCAG content will have to be significantly reskinned to suit the Greyhawk setting, of course.

I also plan to use the Fate system of backstory writing.
  1. Write a 3 sentence story based on your race
  2. Pass your backstory to the right
  3. Write one sentence about how you were involved in that person's event
  4. Hand it back
  5. Repeat for background, passing to the left this time
  6. Repeat for class, passing to a random person this time
This ensures that the characters have connections at least to each other, even if they're foreigners of a sort with no direct connection to the region.

UNIVERSAL SIDEQUESTS & ACTIVITIES

This is stuff that players could potentially do at any point in the campaign that are unique to this adventure.

TftYP: Tomb of Horrors, located in the Marshes of Hool. While players of any level could go here and brave the evils, it shouldn't be promoted until the players have completed the mainline AP, and anyone going there before that time should be openly named suicidal idiots. It should be famous for being an impossibly deadly place.

W:DotMM: Starting at level 6, players can convince Durnan in the Yawning Portal in Burle to allow them to delve the dungeons at any time.

Market sells any PHB goods up to 150gp.

Wrecks to plunder:
Sinker: under 15ft of water. 200gp silver fishing rod. Giant crab. (Trivial @ L 1)
Escape: Under 30ft of water. Waterproof chest with 500gp. 2 swarms of quippers. (Hard @ L 2)
Curiosity: Uner 100ft of water. Apparatus of Kwalish. Marilith. (Hard @ L 12)
I'll just have rumors about the treasures they had slip out when the players are high enough level to attempt them.

Kiorna Kester: Will pay 100*CR for the intact hide of any monster of CR3+.

Attend Gellan's weekly feast? Maybe?

Break into the Dwarven Anvil, steal the tools, and deliver them to disgruntled dwarven miners who believe the tools were acquired illegitimately.

Kiara Shadowbreaker at Burle: Hires adventurers to spy on Duke Feldren of Seaton for evidence of his being compromised by the Crimson Brotherhood. (He's not, by the way. This is just a good way to get arrested and hanged. He's already doing what the Brotherhood wants without their influence.) She offers 5gp per hit die of any aberration, elemental, or outlaw killed in Burle region.

Keledek: If the players earn his good graces, he might hire them to plunder the dungeons under the tower of Zenopus.

Here's the original tower of Zenopus; the sample dungeon in the J Eric Holmes basic set. To run the tower, simply modernize the sample dungeon into 5th edition terms!


Xendros: Will pay theoretically any non-legendary magic item in return for an apparatus of kwalish. Will hire the players to sabotage the mining operation. At a cost of 1d4*7 downtime days, Xendros can make any magic item from table F or G available for purchase. Purchasing any available magic item from Xendros costs 50gp and 7 downtime days. Any item purchased from Xendros has a curse which allows her to spy on its owner at will. A week of downtime can be used to sell a magic item to Xendros for half its value.

A week of carousing costs 2d10 GP and 7 downtime days. At the end of it, you can make a new NPC contact of a sort associated with the tavern of your choice. This NPC could be created by the DM and player working together, or an existing NPC of the according type can be made the contact.
Snapping Line: Fisher, Sailer, or Laborer
Empty Net: Smuggler, or Criminal
Wicker Goat: Dwarf, or Guard

You may spend a week of downtime helping Krag the gravedigger with his work in return for modest wages and access to Eliander's library for the research downtime activity.

A character may spend a week working for one of the following employers for modest wages. At the end of the week, make a DC15 CHA check to gain one meeting with the associated employer, to be used at the owner's discretion.
Oweland fishing boat hand
Eliander patrol guard
Smuggling for Gellan
Mining for Manistrad
Dock hand for Anders

A character can spend a week working as a mercenary for Ingo the Drover, earning modest wages +2d10gp. On a DC of 19 on a nothing check, you earn a bonus 3d20gp due to unexpected dangers that appeared during the work done.

TRAVEL: It takes the following time to get from Saltmarsh to the following destinations.
Haunted House 5min
Dwarven Mine 10min
Seaton 30min
Abbey Isle 5min
Tower of Zenopus 3min
Lizardfolk Lair 10min
Burle 30min
Sahuagin Fortress 1hr
Dreadwood 40min
Silverstand 35min
Hool Marshes 15min
Drowned Forest 50min

TRAVEL NOTES:
* Each hex is specified as a league.
* A league is 3.5 miles.
* In D&D we always round down, so each hex is 3 miles.
* PHB states adventurers travel 3 miles per hour.
* Everything on the region map is within 2 hours walking distance of Saltmarsh.
* Only the edge of the dreadwood is shown here.
* The middle reaches of the dreadwood are 2.5 more hexes off-map.

Chapter 0 Introduction

Mood: Poor Catch

Rumor: Drow traders posing as surface elves have been doing business in town.

Manistrad: Escort supply wagons moving to and from Saltmarsh.

Eliander: Recover stolen goods from bullywugs in the drowned forest.

Jilar: Collect a shard of treant's bark, given freely.

Xendros's Magic Items:
Spell Scroll (Cantrip)
Alchemy Jug
Bag of Beans
Potion of Speed
Spell Scroll (9th Level)
Ring of Water Walking
Gray Bag of Tricks

No execution

* A mass breakout allows a crew of smugglers to escape the dungeons, increasing tension in town.

* A small band of escaped slaves arrives in town. They claim that several sailors at the docks once worked as slave traders, prompting outraged calls for justice from Anders.

* Tainted grain delivered by a merchant in league with the Brotherhood leads to an outbreak of plague.

There's a rumor about the sinker, a Fischer's keelboat that sank just off shore near an island. The Fisher man lost his silver fishing rod in the accident. It's probably still out there!

Warthalkeel Ruins: Mephit Mischief (L1)

TftYP: The Sunless Citadel, located in the dreadwood.

Chapter 1 The Sinister Secret of Salmarsh (L1-3)

Hook: People talk loosely about the treasure supposed to be in the old haunted house.

Hook: Keledek is overheard talking about the rumor of a huge alchemical library full of secrets hidden in the house.

Hook: The local church sets forth a job seeking anyone brave enough to drive out the undead.

Mood: Poor Catch

Rumor: That tiefling who's looking to buy crocodile skulls can't be up to anything good.

Manistrad: Find a group of miners who went missing underground and may have been snatched by slavers.

Eliander: Apprehend a wanted criminal from the drowned forest. (Wild beasts complicate matters)

Jilar: Steal deck plans from a pirate ship.

Xendros's Magic Items:
Potion of Healing
Dust of Disappearance
Potion of Heroism
Spell Scroll (7th Level)
Spell Scroll (8th Level)
+1 Weapon
Cloak of Protection

No execution

* A fire breaks out in town, and Eda Oweland raises funds to support those who lost their homes.

* A bloody battle against pirates leaves a Keoish naval squadron undermanned. The squadron comes to town to press local sailors into service. Eliander secretly passes along the names of hotheaded traditionalists for the press gangs to target.

* Wavechaser blackmails lngo the Drover and Keledek the Unspoken, two people in town with dark pasts, into their service, turning them into useful agents.

Cove Reef: Tentacle Trap (L3)

Warthalkeel Ruins: Lizardfolk Games (L3)

Chapter 2 Danger at Dunwater (L3)

Hook: Completion of chapter 1 causes the council to come to the adventurers directly with this mission.

Mood: Bountiful Catch

Rumor: The crown dispatched a caravan with enough gold to commission six new warships. It went missing near the Hool Marshes.

Manistrad: Track down a thief who stole a shipment of expensive mining gear in Saltmarsh.

Eliander: Find a lost patrol in the dreadwood. (Captives of goblins)

Jilar: Collect the branch of a tree used to hang a murderer.

Xendros's Magic Items:
Potion of Healing
Ring of Swimming
Potion of Invulnerability
Potion of Flying
Spell Scroll (9th Level)
Eyes of Charming
Trident of Fish Command

Execution

* Gellan Primewater imports a variety of exotic flowers that he uses to decorate the town, while also distributing fresh tropical fruit free of charge to the townsfolk.

* Having found enough evidence to charge him, Eliander seizes Gellan and ships him to Seaton to face charges of smuggling. Riots break out in town.

* The Brotherhood slips evidence of smuggling to the guard, causing several popular fishing boat owners to be arrested.

TftYP: The Forge of Fury, located on an island in the Azure Sea. the dwarves want it reclaimed as a potential destination to sell mined ores.

Epilogue: Whoever the alliance is with, they send the adventurers to kill Thousand-Teeth.

Chapter 3 Salvage Operation (L4)

Hook: Aubrek sends out Vertheg to hire someone to salvage his ship. Vertheg finds the heroes and tries to hire them.

Mood: Bountiful Catch

Rumor: The king's agents have infiltrated town. It's only a matter of time before they remove the council and replace them with foppish nobles.

Manistrad: Guard a mining shaft that was recently attacked by duergar from the Underdark.

Eliander: Apprehend a wanted criminal from a band of cultists in the hool marshes.

Jilar: Transport a log from the hool marshes; kept submerged in swampwater.

Xendros's Magic Items:
Spell Scroll (1st Level)
Saddle of the Cavalier
Potion of Stone Giant Strength
Spell Scroll (6th Level)
Spell Scroll (8th Level)
+1 Weapon
Weapon of Warning

Execution

* A bountiful catch leads to a day of feasting and reconciliation, giving the factions a chance to make amends.

* A tribe of marauders (gnolls, orcs, or goblins) moves into the area, putting the town on alert and forcing Eliander to call out the militia. The tradi tionalists chafe under his orders.

* The Brotherhood uses kidnapping, blackmail, or other sinister means to turn an important member of another faction into an ally.

Chapter 4 Isle of the Abbey (L5)

Hook: People flap their gabs about how there must be some kind of treasure in that old abbey on the island.

Hook: The Mariners guild puts out a job hiring people to clear the island to make way for a lighthouse that will greatly benefit the region.

Mood: Typical Catch

Rumor: Someone's sabotaging fishing boats. It's those dwarves- they want to take over!

Manistrad: Locate the source of zombies and skeletons that have been sighted in the mines recently.

Eliander: Scout a dangerous area infested with undead on the azure sea.

Jilar: Find a wooden stake that was used to impale a vampire.

Xendros's Magic Items:
Potion of Healing
Wand of Secrets
Potion of Stone Giant Strength
Spell Scroll (6th Level)
Universal Solvent
+1 Weapon
Gauntlet of Ogre Power

No execution

* A group of fishers accosts dwarves and other outsiders, demanding they leave town or else.

* The town guard cracks down on smuggling, going house to house in search of contraband.

* The Brotherhood's agents spread rumors that the mine is on the verge of failure and the crown plans to award the dwarves rulership of Saltmarsh as compensation.

Cove Reef: Worshipers of Koolooshidoop (L5)

Wreck of the Marshal: Vecna's Twist (L5)

TftYP: Hidden Shrine of Tamoachan, located on a tropical island in the Azure sea. The Scarlet Brotherhood want the magic items and manipulate Solmor into recruiting the players to collect those things for some bad excuse he's too dumb to see through.

Chapter 5 The Final Enemy (L7-8)

Hook: The adventurers are called to the war council that kicks off this adventure.

Mood: Bountiful Catch

Rumor: A big critter's been going through everyone's trash at night. Something from the swamp, I'd reckon maybe a troll.

Manistrad: Explore a tunnel discovered in the mines that bears signs of troglodyte infestation.

Eliander: Apprehend a wanted criminal from a band of bullywugs in the hool marshes.

Jilar: Harvest tendrils from a shambling mound.

Xendros's Magic Items:
Spell Scroll (1st Level)
Elemental Gem
Bag of Beans
Portable Hole
Potion of Supreme Healing
Instrument of the Bards (Doss Lute)
Stone of Good Luck

No execution

* A fishing boat goes missing with its crew. They were smuggling a haul of black pearls, and Gellan wants his treasure back without risking his cover.

* The dwarves make a spectacular find in the mine, sparking plans to expand their presence and the docks.

* Pirate activity increases, bearing the unmistakable mark of the Sea Princes. The Brotherhood's ships adopt Sea Prince regalia to confuse the issue.

Cove Reef: Coven of Wet Rot (L7)

Wreck of the Marshal: Merrow Mayhem (L7)

TftYP: White Plume Mountain, a volcano island in the Azure Sea. The magic items were taken from across Keoland.

The Assault: The adventurers are invited to participate in and take a key role in the assault on the Sahuagin temple.

Chapter 6 Tammeraut's Fate (L9)

Hook: Someone hires the party to deliver a message to a town downcoast. When they pass through the village of Uskarn, they are approached about the hermitage.

Hook: Davus Raal hires the players to go to the hermitage and drag out a lout who owes him 8000gp.

Mood: Typical Catch

Rumor: It's only a matter ohime before the dwarves dig too deep and unleash something horrible.

Eliander: Find a lost patrol in the drowned forest. (Theyve turned into a band of cultists)

Jilar: Collect splinters from a tree that was struck by lightning.

Xendros's Magic Items:
Potion of Healing
Philter of Love
Potion of Superior Healing
Spell Scroll (7th Level)
Spell Scroll (8th Level)
+1 Weapon
Medallion of Thoughts

No execution

* A horrible sea creature has been sighted, keeping many crews at the docks until it disappears. Anyone who tracks it down and slays it would be a hero. Gellan pledges a magic weapon to its slayer.

* Eliander and the town guard are called away to help deal with a threat from the Dreadwood, leaving behind only a skeleton crew to keep the peace and watch the mine.

* A bungled smuggling operation lands a few respected people in jail, leading to near riots as fishers gather in a huge mob to effect a breakout.

Cove Reef: Elkahraal (L9)

TftYP: Dead in Thay, located in the Dreadwood, the Thayans become an Iuzian incursion; the foundation for a future invasion planned for the region.

Death Fleet: The adventurers find clues that indicate another priest of Orcus is forming a fleet of undead dominated pirates.

The Devouring Gyre: The adventurers must delve into the abyss and destroy the source of the portal Orcus is using to build another army.

Island of Bones: There is an island of undead, the port of call for the death fleet, where the church of Orcus is opening a gate to allow their god to walk the material plane. Go close it.

Chapter 7 The Styes (L11)

Hook: The adventurers meet Refrum by stepping in to defend him from a bunch of child bullies.

Hook: Eleanor, Jarme's sister, approaches the heroes and sends them to Refrum.

Hook: Thornwell approaches the party in disguise and offers them 5000gp to find the real murderer.

Mood: Typical Catch

Rumor: If you see someone at the docks wearing a red cloak after dark, slip them a copper piece and they'll connect you with smugglers from beyond this world who can sell you anything you've dreamed of.

Eliander: Rescue a captive from the dreadwood. (He is currently trapped by wild beasts)

Jilar: Collect wood from a shipwreck.

Xendros's Magic Items:
Potion of Healing
Potion of Resistance
Heward's Handy Haversack
Potion of Longevity
Universal Solvent
Hat of Disguise
+1 Weapon

No execution

* Several fishing crews have gone missing. The locals demand that Keoland dispatch a squadron of ships to track down the slavers from the Sea Princes who surely kidnapped them.

* A new wave of immigrants from the north arrives in town, tilting the population such that the loyalists might win a majority in the next town council election.

* Skerrin, growing bored and overconfident, assassinates a prominent member of a faction and tries to frame the Sea Princes for the deed.

Wreck of the Marshal: Golem Diver (L11)

Warthalkeel Ruins: Release the Kraken (L11)

TftYP: Against the Giants. This is a long one, featuring an expedition to the Totens mountains to the West to deal with giants who are causing great troubles in Western Keoland. King Skotti himself hires the heroes for this one after hearing of their accomplishments.

Chapter ????

There is content beyond the last main quest presented in the book.

Mood: Typical Catch

Rumor: Sometimes on a moonless night, you can meet the ghost of a drowned sailor trying to get home. Lead one to their home, and you'll get a wish. Fail, and they'll strangle you.

Eliander: Recover stolen goods from cultists in the drowned forest.

Xendros's Magic Items:
Potion of Healing
Dust of Disappearance
Potion of Superior Healing
Spell Scroll (6th Level)
Potion of Storm Giant Strength
Broom of Flying
Weapon of Warning

No execution

Warthalkeel Ruins: Extended Life (L13)

Chapter ????

Again, there is more content beyond level 11.

Mood: Poor Catch

Rumor: A couple of fishing boats have gone missing. If the sea devils aren't behind it, I'm a merman.

Eliander: Scout a dangerous area in the dreadwood. (Area is controlled by cultists)

Xendros's Magic Items:
Bag of Holding
Helm of Comprehending Languages
Potion of Fire Giant Strength
Nolzur's Marvellous Pigments
Arrow of Slaying
+1 Weapon
Gloves of Swimming and Climbing

No execution

Wreck of the Marshal: Dragon Turtle Bandit (L15)

Monday, July 29, 2019

Practical Guide to Adventure Design in D&D 5e.

Let's go through a simple demonstration of how one goes about building and running a first-time adventure for a group of new players in D&D, going by the books. I'm going to assume you own the core books at least, and are somewhat familiar with their content. Since we are assuming a group of all-new players, we're going to go easy on them. We're also going to assume a moderate session length of 4 hours. A light game is 2 hours and a long game is 8. We're going to say the first hour is taken up by character creation, and the remaining three hours are adventure. We'll get in to how to execute on that plan in a little bit. Keep in mind that everything in this demonstration is just example and placeholder. I am literally pulling all of the fantasy story stuff out of my ass and making it up as I go. Plainly put, bullshitting is the DM's first task in making any kind of a scenario.

First, we need a setting. Let's just go with a generic fantasy kitchen sink that uses the info from the corebooks at face value. That's simple and easy to learn, because it doesn't require the beginners to sort out the difference between core and homebrew. I would not recommend running a pre-existing campaign setting like the Forgotten Realms or Eberron, unless you are already personally very comfortable with that setting. It is a LOT of work to become familiar with an established setting from nothing, and there's a chance a player at your table will be so much more knowledgeable about that setting than you that they will argue your whole adventure is, wrong. Just avoid the whole mess of making up, our own version, and do the simple thing: from scratch, start small, start vague.

I'm going to call this fantasy setting Dungeon World. To make it sound fancy, let's make that latin. Lacus Mundus. Let's make it a single word to seem more esoteric. Lacundus. OK, now where in that world are we going to be? Well, we already know it's a world of dungeons, so let's bring in the whole dragon thing and make it dragon land; a world ruled by a dragon. Dragon lord in latin is draco dominus. Turned into a single word, we get Dracominus. So, we are playing in the kingdom of Dracominus in the world of Lacundus. Actually, the repetitive "us" suffix reveals what we did to get those words. Let's drop that suffix. The kingdom of Dracomin in the world of Lacund. There. Properly fantasy-sounding, and good enough to justify whatever silly stuff we want our fantasy-folk to do.

Now we need an adventure for our heroes to take part in.

For the sake of getting on with things, let's just have the DM tell the players that they are wandering adventurers and that they have each gone to the royal castle to answer a public summons from the dragon lord to do some important royal service. Since the books say only metallic dragons are good, and we want the players to be impressed by the dragon, let's say the king is a gold dragon. Actually, let's make that a little more interesting, let's make it a queen gold dragon. I'll use a random name generator on the internet to call her... Shoth The Stubborn. Cool. That name generator even gave me some info on what this NPC is like!

When choosing names, avoid difficult to say things like "Glah'noilk", or "Khoowinyna". Instead, stick with clear open sounds, like "Rothen", "Valis", or "Tomad". It helps if you can attach an easily remembered epithet to their name, like, LORD OF RATS, or, True-Soul. This gives real words the players' memories can latch on to, that will help trigger memory of the proper name in the process.

Now, let's plan the combat encounters the dragon queen wants the players to deal with!

We're starting with the combat pillar because it is the most technical element of an adventure, and because combat is often the most dramatic element of a story. You don't have to start with the combat pillar. You could start with the roleplay or exploration pillars, and then work combat into it in later steps. It is up to you to build your workflow as you see fit. Personally though, I find combat important and complicated, and I have no problem just making up the other two aspects of play on the fly, so I tend to treat roleplay and exploration as, finishing touches. There's also only so much prep you can do for roleplay and exploration; most of it will have to be improvised at the table in response to whatever wackiness the players bring to you.

An average party of 4 level 1 characters has a total adventuring day XP of 1200. To figure that out, go to DMG page 84. You multiply the adventuring day XP by the expected number of players. I have no idea how many players you'll have, but the average party size is 4, so that's what I'm going with for this example.

Incidentally, 1200xp is also what they need to level up.

In our theoretical four hour session, you should be able to squeeze in enough action for them to gain a level and complete their first adventure. Now, divide that value by 3. That gets you 400xp per rest. A standard adventure has two short rests, and ends with a long rest. Think of the, adventuring day, as your story arc from literary theory. You break it into 3 acts; a beginning, middle, and conclusion, just like you would with a book. You control the escalation of the conflict by breaking up the XP budget in interesting ways and by roleplaying increasing stakes. The, adventuring day, is named such because it is a string of encounters with little time for rest in between, which puts a bit of a time constraint on the action. An adventuring day spread over multiple days of events would be very easy, because the players would have plenty of opportunity to take a long rest and effectively, reset, themselves mid-adventure. Now, to flesh out the three acts of your adventuring day, you simply buy encounters in the form of how much XP they are worth.

Let's pre-calculate our encounter threat thresholds for this standard party. You can find this information on DMG page 82.

Easy = 100xp
Medium = 200xp
Hard = 300xp
Deadly = 400xp

Your encounter threat thresholds are a way of calculating how dangerous a combat encounter is. Threat levels refer to how demanding on player resources, especially hit dice and spell slots, that encounter will be. The deadly threshold is unusual from the rest, because it represents an encounter which is theoretically likely to reduce at least one hero to 0 hit points at some point. Thanks to the death saves mechanic and the power of healing spells and the medicine check, it is very unlikely that a hero at 0 hit points will actually die, and so, deadly, is a bit of a misleading title. You choose a number of enemies, each representing an amount of xp, and add them together to create encounters of varying difficulty. Now, remember that these are MINIMUM thresholds. So, for example, if a combat doesn't even have the minimum to be an, easy, encounter, it's considered trivial or inconsequential. Meanwhile an encounter with the minimum threshold of, deadly, is only slightly more dangerous than the most difficult, hard, encounter. The number of enemies in an encounter multiplies their xp value as far as threat calculation goes, but does not affect how much xp that encounter is actually worth. When deducting encounters from your adventuring day budget, you deduct the actual xp the encounters are worth, not their adjusted threat rating. Likewise, when awarding xp for encounters, you award their actual xp, not the adjusted threat rating.

Now, the degree to which all this matters depends on what level your characters are. As the characters gain levels, they gain access to powers, equipment, and allies that will make them able to deal with challenges of an increasingly abstract nature. As a consequence, their measure of how effective they are in a toe-to-toe fight slowly becomes irrelevant as they gain levels. Another important thing to understand is that these guidelines make 2 assumptions: Firstly, they assume that the players have, NO, MAGIC, ITEMS, AT, ALL. Magic items make players more powerful in a variety of ways, allowing them to, punch above their weight, as it were. As such, if you give your players magic items, you will need to secretly adjust their effective level behind the scenes to match their real power output. Don't worry too much about that for now, by the time it becomes necessary, you'll have gotten enough of a feel for the game and your players that you'll know roughly what needs to be done. The second assumption is that the DM is using the monsters they chose to try and kill the players, no holds barred, no pulled punches. If you go easy on your players in any way, your encounter will, obviously, not be anywhere near as dangerous as it was calculated to be. Don't fear danger. D&D is a safe place to explore even the most frightening of scenarios. Characters might die from time to time, sure, but your players will still be alive, and as long as you played fair, they'll still be your friends. Don't be condescending to your players- it is up to you to believe in them, to root for them, to desire that they overcome your villainous plot! Let them face real challenges so that they can reap real rewards. Don't fudge the rolls behind the screen just to hand them a hollow victory.

For this particular adventure, because it's an introductory game for total newbies, we're going to try to go easy on them in the design process. That way, we can still throw our all at the players in combat without running undue risk of ruining their first experience with the game. In general, we're going to aim to run encounters as close to the minimum threshold as we can, while still trying to make for interesting combat.

So now, with all of that in mind, let's build a generalized scheme for the combat encounters the party will face.

Act 1: Introduction
Let's introduce the players to the game with an easy encounter for 100xp.
Once they have a taste of the game, throw in a hard one for 300 to flesh out this portion of the day.
SHORT REST
Act 2: Rising Action
Now let's just do 2 medium encounters on the way to the story climax. Each is worth 200xp.
SHORT REST
Act 3: Climax
Finally, we have the climax, show the players what a real fight looks like with a deadly encounter. That's our full 400xp budget for the third act.
LONG REST

Alright, now that we have a skeleton, let's flesh it out with some details. What is the quest the players are on? The most standard quest type is caravan guards, because it's easy to control what the players will experience. All you have to do is put the threats on the road in front of the players. The only way this adventure can get screwed up is if the players are completely anarchic and wander off into the wilderness.

Now, we want this adventure to lead into further adventures, so there needs to be something important in this session that will carry the story forwards. Let's say the players are tasked with guarding a caravan that is carrying a dragon egg. Now, that seems a little boring to me, so I'm going to add a twist. The players don't know about the egg; instead, they are told it is a trade caravan hauling gold bars to the neighboring duchy that is ruled by a black dragon, as a gift of peace to try and establish a military treaty. In fact, let's make the local gold dragon's land a marcheon, meaning Shoth the Stubborn is a Marquess. She isn't that important, so let's say she's also not especially old, she's just a young gold dragon. Meanwhile, the duchy is huge, its ruler, the black dragon, is a duke, powerful among his own kind, and therefore likely an ancient black dragon. Let's give him a random name too. He is now Rakoss of the North. Back to the adventure at hand, let's say Shoth is actually handing over one of her children as the peace gift. The gold bars are actually payment for the adventurers on safe arrival!

Now we need an antagonist. I kinda like the idea of Rakoss of the North being the main villain of the campaign, but he's way too powerful for the party right now, so let's make a lesser villain for them to deal with in just this adventure. Let's say... a traitor to Marquess Shoth has sold knowledge of the dragon egg to a band of black market smugglers. They want to steal the dragon egg to sell it for dark magic purposes.

Now, the first encounter is just an introduction to the game in general, so let's have the players fight something simple. Two 1/8 and one 1/4 CR enemies make for 100xp exactly. Looking up monsters, I see a wolf is 50xp. Scratch the original plan, let's go with two starving wolves, separated from their pack. With the multiplier, that's a 150xp threat, still within the easy threshold, so we're golden. They attack whichever hero is in the rear. (At this point, I'd like to make a note for later that we need to remind ourselves to ask for the party's marching order when they set out.) This sets a simple battlefield, with an open field, and the cart acting as a minor obstacle in the middle of the road.

The second encounter is much tougher. It's also tougher than the two that will follow it. Let's say this is where the heroes have their first run-in with the enemey. A spy is 200xp and a bandit is 25. This allows us to make an encounter of 300xp using 1 spy and 4 bandits. Wait a minute, though! The adjusted xp for that is 600! That's well beyond a deadly encounter for our fledgelings! Let's drop that down to just 1 spy and 1 bandit. We will also add 1 dummy bandit to the fight, because I just thought of a plan. A, dummy, enemy is one who takes damage but doesn't deal it. Instead, he leaps on to the cart and starts digging through it, ignoring any incoming damage. If he dies, one of the other two replaces him. For tactics, and to draw players into the adventure, we can start the encounter with the villains toppling a tree on the cart carrying the gold and the dragon egg. Then they attack. When the players defeat the last enemy, we then narrate that he narrowly escapes the blow, leaps on to the cart, pulls out a large golden egg, and runs off into the woods! For the battlefield layout, we want woodland running along one side of the road, the cart acting as an obstacle on the road, and a line of rough terrain representing the trunk of the tree that fell across the cart.

Alright, so now we're 75xp short of our adventuring day budget for the first act. That's fine, we'll just add a little to what we've already made. You can string multiple encounters together in a rapid-fire chain to seem like one long encounter, but without increasing the difficulty, because the enemies are broken up into smaller, more manageable groups. We'll just have the party get assaulted by 3 bandits (75xp and a threat of easy) immediately after the tree falls. When the last of them falls, the spy, his assistant bandit, and the dummy bandit arrive on the scene to steal the egg!

Here, we give the players the OPTION of a short rest. Give them some basic stuff they can do during the rest; tending to the wounded commoners on the cart, chasing down the horses that ran away, searching for a trail left by the bandit, shoving the tree off the cart, doing repairs to the cart, etc. Tell them this stuff will take an hour, or they can chase after him right away and forego the rest. To make sure the players don't just try to deliver the gold without the egg, have one of the commoner NPCs be aware of the true purpose of the mission. If the players try to push on to Rakoss Duchy, he spills the beans to them, and begs them to rescue that egg.

We are now in the second act of the story. We have 2 medium encounters of 200xp each.

Let's have the first one be an incidental encounter. Just some random stuff that interrupts them on the way. Two goblins make 100xp, and if we give each of them a boar for a mount, that's another 100. Oop! We went overboard again, let's drop the boars and go with something a little more benign- a mastiff, perhaps? Yeah, that's an adjusted threat xp of 250, right smack in the middle of a medium encounter. Let's call these two and their pet a hunting party. They aren't looking for humanoids, but they're happy to add the players to today's menu! Let's have this happen in the thick of the underbrush, so everything counts as rough terrain and everyone has half cover at all times unless adjacent to a target.

That leaves a spare 75xp to account for from our first encounter.

After tangling with those thugs, the players now happen upon the enemy's secret hide-out. They're holed up in some ruined old elven tower. They have guards posted, and they're waiting in ambush. They have 2 guards acting as bait standing at the entrance. Each of them has a mastiff. Hiding on top of the crumbled walls are 4 bandits equipped with longbows, waiting to pepper the adventurers when they approach the structure. To make it a bit tougher on the players at entry, but easier during the fight, this structure should be in an open clearing. There should be ladders to the top of the walls, allowing melee parties to take care of the archers. Now here's the problem with this encounter: it is, again, way over-threat. No problem, all of the combattants are of equal xp value. If we split the encounter in half, with the guards and dogs fighting first, and the archers descending on the party second, we wind up with two chained medium encounters that make our intended threat and budget exactly!

OK, so what are we going to do with that 75xp? We could run another combat encounter, but I'm not sure that makes much sense, given the stiff opposition they've already faced. Instead, I'm going to set that aside as an xp reward for overcoming an exploration challenge at the ruin site after the fight. We'll set that up when I go back over this to set up the exploration pillar.

Upon dealing with this ambush/siege, the players are most likely going to be in rough shape, so it's time for their second short rest opportunity. It takes them about an hour to search the criminals to find a key to the door into the underground portion of the ruin; or they can break down the doors right now and press on if they want.

Alright, now it's time for the big finale. The basement is a simple dungeon with a few decorative rooms. We'll use those for exploration later. In the main chamber however, the players find the leader of the criminal gang! The enemy is another spy, but this one is named. Let's call him Durgo. To make him special, let's apply the criminal background to his statblock, and let's also give him the dragonborn racial template from the DMG. Let's say dragonborn hold high stations in Dracomin, and constitute most of the mortal-blooded nobility. His partner in crime is a generic thug. In addition, we have 2 bandits and 2 cultists, for a full enemy group of 6 NPCs! I bet you already know what's about to happen, that's way over budget again! Indeed you are right! It's a threat of 800xp- that's double the deadly threshold. For first level characters, that's about the maximum limit for deadly encounters, so this is way beyond their means. Let's think about the space they're fighting in a bit and see if we can come up with a way to balance it out.

To make this battle interesting, lets have the room long, thin, and tall, with a 30ft ceiling. The entry area is at ground level, but the room rises 10ft to a middle platform with stairs on either side of the room, and then rises another 10ft to a final platform at the far end, with a staircase in the middle of the room. Durgo is standing at the top platform, and is placing the dragon egg in a large brass brazier. His thug assistant is blocking the staircase to the third platform. The two cultists kitty-corner flank him on the second platform, and the two bandits are on the ground floor, waiting beside the door to ambush the players with nets as soon as they enter the room.

OK, so with that layout, we can put the two bandits and two cultists together as an initial ambush medium encounter. Then, after they fall, Durgo and his bruiser descend upon the party as a 450xp threat deadly encounter. That's still a little overwhelming, but we can't break it down any more than that. We can, however, reduce the actual danger the enemy represents to be more appropriate. There's two ways to do this: nerfing the enemy statblock, or adding a premature win condition. Premature win conditions are ALWAYS more interesting than nerfed enemies, because they allow for combat to be about something other than just smashing everyone's faces into mush.

So, let's talk motivations for a moment. Durgo is just a mercenary. He's in it for the money. He doesn't like fighting, killing, or dying. It costs too much. He has given his men underground orders to capture the party; they are doing subdual damage, and prefer to grapple and restrain the players with rope, rather than kill them. That means you as a DM should do everything in your power, using the NPCs in these two chained encounters, to get the party tied up. If Durgo wins, he captures the players as his prisoners, and tries to employ them to replace the men they killed. Now, if Durgo starts losing, say either himself or his sidekick reach half health, he just surrenders. That means the players only nead to deal 1/4 of the damage necessary to defeat them in order to win. If the players capture him instead of killing him, he still tries to persuade them to let him go and join his band. He promises wealth beyond their imaginations. This gives us several possible endings to the adventure:

1. The players savagely kill Durgo and claim the egg. They return to the caravan and proceed to Duke Rakoss' duchy.

2. The players capture Durgo and reject his offer. They take their prisoners and the egg with them to Duke Rakoss' duchy.

3. The players accept Durgo's offer, whether they won or lost. Whoever is prisoner is freed. The players now become Durgo's bodyguards as they wait for the buyers of the dragon egg.

4. The players are defeated and refuse to join Durgo. They are imprisoned in one of the cosmetic rooms, to be sold as slaves.

Think a little bit about what kind of adventure might follow after each of these resolutions, but don't plan them out in detail. Just have a quick brainstorm of each, so that you can prepare for the next session when it comes to it. The best way to keep notes of your brainstorms for potential future adventures is to doodle out a quick mind map.

Now, let's go back and put the finishing touches on this adventure. We have thoroughly covered the combat pillar of adventure, now we need to add in the exploration and roleplay elements. We also need to put together the monetary reward for this adventure.

From the top, let's create the roleplay encounter that sets this adventure in motion.

To begin, we now know that we want to give our players some character creation guidelines in the form of a couple of simple rules:
1. Your character must be an adventurer.
2. Your character must actually want to do this job for the local Marquess.
3. Your character must be able to work with a group.

Those are some pretty fair guidelines to prevent the party from being incompatible with each other or the general idea of adventuring. Surprisingly, many players initially try to make a "cool" character without considering whether that character makes any sense in the situation they're about to participate in. Lone wolves, secretly evil jerks, and other edge-lord type characters are common. Don't stomp on their dreams of being an anti-hero, just remind them that they still need to be a hero when push comes to shove. (Unless you want to run an evil campaign. Then remind them they still need to be a horrid disgrace at the end of the day.)

Alright, so the player characters are all going to be starting out in the capital city of the Marcheon of Shoth. A marcheon is a type of border region, typically underprotected by the military and frequently the subject of petty battles over minor territorial disputes. It is a rough-and-tumble frontier region, dangerous, and ripe for adventure. As a recommendation, never start your players in a perfectly peaceful, well civilized, comfortable, safe location. They will have nothing to do and they will be bored. An adventure can most accurately be described as nothing more than a series of bad things happening to people who just want to get something done. The exciting part is when the protagonists overcome the bad stuff and succeed in the end anyways!

For simplicity, let's call the city Shothskeep. And, for further simplicity, let's say Shothskeep is pretty much just a keep surrounded by farmland. I kind of like the idea that Shoth's land as affected by the regional effects of her gold dragon lair, so let's upgrade her age to adult. We'll say she's a new inclusion to the monarchial tier of government. (New in the sense that dragons think of things. To humans she's been around for ages.) So, for example, the dragon can communicate telepathically with anyone who sleeps within 6 miles of the keep. Beautiful opalescent mists hang in the swampy valley of the march. Gemstones are supernaturally sparkly in her lands. In general, this is just a really nice place to live, despite the danger of the surrounding regions.

Despite it being idyllic, this place is still a frontier town, and the settlement within the keep's walls is predominantly a giant work camp dedicated to collecting resources for the kingdom and sustaining the keep and garrison itself. I like the idea of Shoth March being a swampy valley between some mountains, so we'll call it that. It's a mixture of an agricultural and mining area, and they predominantly mine coal for steel smelting from the nearby mountains. The coal is collected at the keep and shipped to the rest of the kingdom from there, but the mining camps are several days walk from Shothskeep. So, overall, let's say this place is doing well and is moderately wealthy. The coal for steel smelting is an important idea now that I think about it. Duke Rakoss has good reason to desire control over these lands to supply his armies with high quality steel equipment. And Marquess Shoth has good reason to seek a peace agreement to prevent him from just invading her lands via a civil dispute- a common thing in primitive and violent societies, as fantasy worlds often are.

Let's start the adventurers off in the keep proper, waiting in a lobby room to greet the Lady of the land. This gives them an opportunity to introduce their characters to each other proper, and get used to the idea of roleplaying amongst themselves. Once, like, a couple of minutes of that has passed, we'll have the players brought before the great drakaina, a huge creature 15ft long sitting atop a mound of gold and other treasures on a dais in the central hall of the keep. She explains that they are to guard a gift to the neighboring Duchy of Rakoss, and why peace with that land is important to the future of March Shoth. She intentionally decieves the players about the egg. Give the players a chance to catch this insincerity. Have her roll a deception check against the players' passive insight scores. If any of the players' passive scores beat her check, tell those players that they get the impression she isn't telling the whole truth. She refuses to divulge any further details however, even if pressed, and instead orders them to be on their way by noon, calling in the next order of business.

Next, the players should have an opportunity to go shopping. Let's say they can buy anything in the PHB of a value up to 50gp, and that they buy and sell gear at base value while working in the employ of the local lady. This makes shopping faster, because the players don't have to roleplay haggling of prices at the store. This is the first session, the players already wasted the first hour or so on character creation, they need to get going! Now, with more experienced players, it isn't necessary to give them a shopping trip right out the gate; they're used to dealing with constraints. But for a new bunch of players, you want to help them get something close to their character vision as soon as possible, and a simple shopping trip can take them very close.

Now the players join the wagon carrying the gold. It is intentionally disguised to look like a standard coal shipment. There is a war horse available for each player, but they are dressed up as generic riding horses; no armor or regalia.

Let's say the players travel for two days before the combat part of the adventure begins. Make sure you deduct the food and water for that time. To be kind to the new players who might not be used to logistics planning, let's have the two wagon drivers have extra supplies that they'll share with the adventurers for 1sp per day.

Now we have the wolf attack.

Two hours down the road, we have the falling tree ambush and the egg gets stolen.

An hour rest, or the party gives immediate chase if they're really aggressive or were sparing with their resources. They might get the mission details from the NPC if they try to press on with the gold.

Now they stumble into a pair of hunting goblins and their pet dog. Let's say both parties are surprised at the start of this encounter and let's give an optional roleplay solution. In the first round, have the two goblins loudly exclaim their surprise in goblin, then banter between themselves if they should try to take these guys down. With a DC10 persuasion check or a DC8 intimidation check, they can be convinced not to attack- but only if someone in the party can speak goblin. If they decide not to attack, they can be asked about the man who ran by, and they will direct you to the bandit hideout in the old elven ruin. If the players offer to pay the goblins, they will assist in that fight and demand payment up-front, but will not follow the party into the ruins. If they survive the fight after helping the heroes, they wait outside the ruins to ambush the players anyways. They are goblins after all! The players earn xp from this encounter when the goblins die, whether during the initial encounter, during their assistance with the tower, or in the follow up encounter afterward.

Aside from the potential assistance of two goblins and their dog, the attack on the camp runs the same as usual.

Now let's add that 75xp we lost back into our budget for the second act. We're going to trap the entrance door. Now, if you'll look in the DMG on page 121, we'll see that a minor setback trap will have an attack modifier of +3 to +5 and will deal 1d10 damage during tier 1, (levels 1 through 4).We want this to be a pretty minor thing, so let's give it the minimum +3 to hit. What kind of a trap shall it be? Let's make it a 10ft wide and 10ft deep pit right in front of the door. If people try to open the door without disarming it, the floor gives way, dropping everyone in front of it 10ft. This means it will deal 1d6 falling damage to its victims, rather than the recommended 1d10. Let's make it rather tough to notice. DC14 perception, passive or check, will reveal that the floor tile in front of the door does not quite match the surrounding ruins. Disarming the trap requires a DC16 sleight of hand check to defuse the trigger in the door's hinges, or a DC10 athletics check to just set it off while supporting yourself so you don't fall in. Disarming the trap or surviving it awards the party 75xp.

Alright, so now the party's inside the lesser dungeon. I imagine it being a simple 10ft wide hallway, 60ft long, with two side rooms. One room is only 15ft×15ft and contains stacks of crates and obviously stolen goods. The other room is 50ft long and 30ft wide, with both sides lined with a total of 10, 10ft jail cells with a 10ft central passage leading to a short table and chair on the far wall. This is the room Durgo imprisons them in if he wins.

Let's add a small 15×10ft room adjacent to the third platform of the last room in the dungeon. It is behind a DC17 locked door, but Durgo has the key hidden on his body. (Have him roll a sleight of hand check to determine the DC for someone to find it using investigation, even if he's already dead.) Inside this room is a treasure hoard belonging to the bandits, and it is based on Durgo's DC of 1, which makes it a challenge 0 to 4 hoard. Randomly roll this treasure hoard so it comes across as a scraggly mishmash of accumulated wealth. This is the players' actual reward for the adventure if they defeat the bandits. If they joined the bandits or were captured, their reward will have to await your creativity in their next session! Meanwhile, that pile of gold bricks for Rakoss? Yeah. He's evil. He plans to take the egg, and the players' payment, and imprison the heroes when they arrive. He is the real villain of this story. But they won't find that out until next time, and only if they managed to rescue the egg!

Now you do some organizational prep, so you have your pencils, paper, dice, and notebook ready to play. Before the first session, send the players a list of available races, classes, and backgrounds, along with a sentence of description for each. Describe what these things represent, not their mechanical effects. Tell the players to choose 1 option of each type so they're ready to make a character at the start of the first session. Have your players tell you what their choices are before the session begins if they can. Print off the standard character sheets from Wizards of the Coast for each player. To do chargen within 1 hour, follow this process:

1. Have everyone generate statistics. The fastest choice is to give them the standard array. It is important to note that the standard array is also the most optimal application of the point-buy method. Spend some time explaining what the abilities mean, then explain that the scores turn into modifiers that are actually applied to dice rolls in the game.

2. Ask everyone for their race choice. Going around the table, tell each player their ability score modifiers and racial traits. Have the players write these traits down. Also give the players some more info about the aesthetic aspects of their race, like height and age range, and ask them to think about what their character looks like.

3. Ask everyone for their background choice. Give them their proficiencies and have the players take the starting gear. (buying gear takes too long and is not well balanced) Give each player their roleplaying feature.

4. Finally, ask everyone for their class choice. Tell each player their hit die. Explain that hit dice are used to generate hit points at level up, and that they are spent during rests to recover lost hit points. Generate their starting hit points now. Give them their class proficiencies. Have them choose their starting gear. Do not waste time with encumbrance rules at all. Calculate AC. Tell everyone their proficiency modifier is +2. Now the hardest part: Give each player their class features. Start with non-spellcasters, because they are fast and simple and don't need to read the book themselves. After explaining how each spellcaster works, give them the PHB to choose spells known/prepared. This last part, choosing spells, is the only part that might take longer than an hour, depending on how meticulous/indecisive the players are. Memorize the spells with misleading names, and help the spellcasters through their selection.

5. The last step is to talk to the players a bit about who they want their characters to be, what kind of lives they've lived, and where their characters want to go with their future endeavors.

Run your session and take notes on everything the players do. Keep your players' character sheets so that you can reference what they're able to do when planning future sessions. When you start planning the next session, remember that they are now all level 2 for surviving in the first place, and plan your budget accordingly. Review your brainstorm notes for ALL of the possible endings, even the ones that didn't happen, as well as your notes on what actually happened at the table. Brainstorm a new adventure and get writing! Plan encounters that are tailored to the specific capabilities of your characters, to let them shine, or to force them to rely on each other.

Onward and upward, my fledgeling Dungeon Masters! Spread your wings and fly!

Tuesday, July 23, 2019

24 Campaign and Adventure Hooks


The following is a list of hooks that you can use to set the stage at the start of a campaign. It is a living document that shall be expanded as I develop new ideas.


  1. You have all been separately hired by a local noble as bodyguards for an event. Enjoy the event and the inevitable attempt at his life.
    1. The event isn't quite what you expected.
      1. They're summoning a demon through ritual sacrifice!
      2. They're perverse, hedonistic monsters!
      3. It's a child's birthday party!
      4. It's a violent/illicit sporting event!
    2. The noble is not what they seem.
      1. They're the villain!
      2. They're an infant.
      3. They're a purse dog.
      4. They're a polymorphed dragon.
      5. They're a succubus/incubus.
    3. Someone at the party tries to hire the party to kill the noble.
    4. The assassination attempt is a distraction for the real goal.
    5. The assassination attempt is a major terrorist attack.
    6. They actually try to kidnap the noble.
    7. The assassination happens off screen. Now it's a whodunnit!
  2. You are all passengers aboard a ship sailing to a major port city to seek your fortunes. Three guesses how smoothly the ride goes!!
    1. Storm. Put them in any crazy place you like.
    2. Pirates attack! Arr!
    3. Mutiny! Oh no!
    4. Sea monster!
    5. The ship you're on? Yeah. They're pirates. Now you are too.
    6. Your country is at war... and you've attracted enemy naval attention.
    7. You accidentally sail into the plane of water.
    8. The players own the boat, the horizon is theirs to own.
  3. You have all been mysteriously named the beneficiaries of a stranger noble's estate. You have all replied to the summons to his mansion to hear the reading of the will.
    1. The mansion is haunted, you have to spend one night blah blah blah
    2. There are direct blood relatives who are furious that they lost their inheritance to a bunch of weirdo strangers.
    3. You have inherited his riches- and with it, his problems.
  4. None of you know how you got here. You are each inside a crystal glass coffin inside a wizard's laboratory in a dungeon.
    1. You are all clones gone wrong. Your evil original twins are out there somewhere!
    2. You have been captured and experimented upon. Strange traits manifest.
    3. Your escape has destabilized a magic ritual that threatens to end the world!
  5. You are all dead. You are meeting for the first time on one of the upper planes before a god of good. You have each been chosen by that god to become its agents on the material plane in a bid to defeat a terrible threat against all of reality. To each of you, regardless of your past alignment, the god offers one thing: a second chance at life.
    1. Could be ran immediately after a TPK to start a new campaign in the future.
    2. The god that chose you is secretly EEEEVIIIIILLL.
    3. Trying to thwart the apocalypse actually kicks it off!
  6. Everyone pass your character sheet to the left. You each wake up in each others' bodies.
    1. It's a curse!
    2. It's an apocalyptic event- it has affected EVERYONE IN EXISTENCE.
    3. This is the beginning of a prophecy.
  7. You are all in line to become professional adventurers in the Emperor's official Adventurers Guild. After passing your specialized tests, you become officially licensed. The guild bands you each together as an adventuring party and assigns you a dispatcher.
    1. The guild is corrupt.
    2. The dispatcher is insane.
    3. You often wind up in direct conflict with other recurring adventuring parties.
  8. You are all in jail together. In-character, tell each other the story of how you got there.
  9. A major festival has attracted everyone within 20 miles to the city. Enjoy the totally normal fair at which absolutely nothing mysterious, surprising, or violent will occur.
    1. Something mysterious, surprising, or violent happens! Duh!
  10. You've all been captured as slaves. Now what?
    1. The slavers are planning to sell you.
    2. The slavers put you to work.
    3. The slavers need you as sacrifices. Or maybe food.
    4. Someone comes to break you free!
  11. You are all contestants at a gladiatorial arena. Maybe you want to be. Maybe you're forced to be. One way or another, you are.
    1. You have to fight as a group against increasingly deadly odds!
    2. Oh no, you have to fight as individuals and might even face each other!
  12. You're all in a bar. Something unexpected happens. Yawn.
  13. You all wake up naked in a single bed together, heads throbbing with a hangover, with no recollection of last night.
  14. You are working together as adventurers for hire. You are standing before the job board together.
  15. You are all new members of a travelling circus show. What is your performance?
  16. You are currently employed as caravan guards.
  17. The fate method: Write a 3 sentence story about your most formative event. Pass it to the left. Write a sentence about how you were involved in this other person's story. Write a 3 sentence story about your background. Pass it to the left. Write a sentence about how you were involved in this person's story. Finally, write a 3 sentence story about your class history. Pass it to a random person who hasn't written in your story yet. Write a single sentence about how you were involved in this person's story. Everyone hand your stories to the DM. DM, make a story.
  18. You are all in a dungeon room that you have worked together to barricade. A monster is slowly smashing the door open.
  19. You were all trained by the same master-mentor long ago. His funeral is your reunion.
  20. You are not ordinary people. Through magical experimentation, special talents are unlocked. Your dedicated school of adventuring trained you in your class. You are professional monster hunters. They call you wit- adventurers.
  21. The last thing you remember, you were playing Dungeons & Dragons with your friends in some spare time. Now you find yourself awakening, early morning, around a campfire at the base of a great oak tree. Your body isn't the one you remember, and you are surrounded by strange people who are also just waking up.
  22. You all have a shared dream which reveals itself to be a prophecy of some terrible catastrophe that only you can thwart! Now you must find each other!
  23. You are each in serious debt to a local crime boss. You've been kidnapped and brought before him in his lair. You are to pay back your combined debts by doing him one simple favor...
  24. You have joined the army. You are put together as a squad of cadets in boot camp.
    1. The country goes to war! Boot camp's over early, pansies!
    2. It's a violent version of Harry Potter.
    3. You get stationed at a border camp and deal with crazy threats!

Monday, July 22, 2019

D&D 5e Houserule: Weirdness Score

The following is a houserule I made to determine, numerically, how people in an RPG will react to the weirdness of a character's template combination. The premise works like this: for each character option a player takes, they get a weirdness rank. Weirdness ranks are earned for the rarity of the option, and also for the absurdity of option combinations. Rankings can be anywhere from 0 (perfectly normal) to 3 (absurd). All of the rankings are then added together to create a total. Finally, during adventure planning, the DM sets up passive weirdness checks to determine whether certain events happen, or the reactions of NPCs. For example, if the adventure involves the players gaining meeting with the local Marquise, I might set weirdness check of 10, where any character who has a weirdness beyond that level will face higher scrutiny and harder DCs than characters who are more normal. In a rowdy bar, I might set a weirdness DC of 6, and decide that anyone over that weirdness gets harassed by local drunks. I might give an eccentric wizard a weirdness DC of 8, and have him give free information to characters over that weirdness score. If the players are trying to attract attention for a performance, I would consider how high their weirdness is when determining if they are successful, and how successful they are.

The following are the rankings for character options and their combinations. Keep in mind, these rankings are based on my home setting- an EXTREMELY human-centric perspective, where all civilizations have fallen but that of mankind. If you want to use this for yourself, you'll have to tweak the rankings to match your game's fictional demographics.

Some of my rankings are intended to simulate an effect in the game. For example, charlatans function by being unnoticed. As such, the charlatan background produces 0 weirdness. Likewise, Yuan-Ti purebloods exist exclusively to avoid detection, so they too produce 0 weirdness. Some things, however, are just absurd. A duergar druid sailor, for example, has a total weirdness of 14.

The overall mechanic allows characters with atypical build choices to still function in society while automating public response to people they meet. For example... 

  • A human fighter soldier has rock-bottom 0 weirdness. That means nobody would give the guy a second glance. he is the most likely adventurer the world has ever seen.
  • An orc fighter gladiator has 6 weirdness, so only fairly intolerant NPCs with a weirdness DC of 5 would be troubled by him. Because his appearance matches what people expect of his kind, as long as he isn't acting in a criminal way, people will mostly just avoid him. 
  • An orc bard knight, however, has 10 weirdness, which means normal people might notice him as a strange and potentially troublesome person. 
This allows me to have unusual build options affect play, but without completely invalidating any single choice due to constant harassment from NPCs. Only truly deviant and absurd characters face frequent intervention- and even then, only at the behest of a controlled and regulated game mechanic.


Race and Subrace

Human (Standard) = 0
Human (Variant) = 0
Elf (High) = 1
Elf (Wood) = 1
Elf (Drow) = 3
Elf (Eladrin) = 3
Elf (Shadar-Kai) = 3
Elf (Sea) = 3
Dwarf (Mountain) = 1
Dwarf (Hill) = 2
Dwarf (Duergar) = 3
Halfling (Lightfoot) = 1
Halfling (Stout) = 2
Halfling (Ghostwise) = 3
Gnome (Rock) = 1
Gnome (Forest) = 2
Gnome (Svirfneblin) = 3
Goliath = 2
Githyanki = 3
Githzerai = 3
Firbolg = 3
Goblin = 2
Hobgoblin = 2
Orc = 3
Bugbear = 2
Kobold = 2
Tabaxi = 3
Lizardfolk = 3
Dragonborn = 2
Kenku = 3
Minotaur = 3
Centaur = 3
Aarakocra = 3
Loxodon = 3
Half-Elf = 2
Half-Orc = 2
Yuan-Ti = 0
Genasi (Earth) = 3
Genasi (Water) = 3
Genasi (Air) = 3
Genasi (Fire) = 3
Tiefling (Azmodean) = 2
Tiefling (Baalzebulian) = 3
Tiefling (Dispaterian) = 3
Tiefling (Fiernan) = 3
Tiefling (Glasyan) = 3
Tiefling (Levistusian) = 3
Tiefling (Mammonian) = 3
Tiefling (Mephistophelesian) = 3
Tiefling (Zarielian) = 3
Tiefling (Feral) = 3
Tiefling (Devil's Tongue) = 3
Tiefling (Hellfire) = 3
Tiefling (Winged) = 3
Aasimar (DMG) = 2
Aasimar (Protector) = 3
Aasimar (Fallen) = 3
Aasimar (Scourge) = 3


Class and Subclass

Barbarian = 2
Barbarian (Path of the Ancestral Guardian) = 3
Barbarian (Path of the Battlerager) = 2
Barbarian (Path of the Berzerker) = 2
Barbarian (Path of the Storm Herald) = 3
Barbarian (Path of the Totem Warrior) = 2
Barbarian (Path of the Zealot) = 2
Bard = 1
Bard (College of Glamour) = 2
Bard (College of Lore) = 1
Bard (College of Swords) = 2
Bard (College of Valor) = 2
Bard (College of Whispers) = 0
Cleric (Arcana Domain) = 3
Cleric (Death Domain) = 3
Cleric (Forge Domain) = 1
Cleric (Grave Domain) = 2
Cleric (Knowledge Domain) = 2
Cleric (Life Domain) = 0
Cleric (Light Domain) = 0
Cleric (Nature Domain) = 1
Cleric (Order Domain) = 1
Cleric (Tempest Domain) = 2
Cleric (Trickery Domain) = 3
Cleric (War Domain) = 3
Druid = 2
Druid (Circle of Dreams) = 2
Druid (Circle of the Land) = 2
Druid (Circle of the Moon) = 2
Druid (Circle of the Shepherd) = 1
Druid (Circle of Spores) = 3
Fighter = 0
Fighter (Arcane Archer) = 3
Fighter (Battlerager) = 3
Fighter (Battle Master) = 1
Fighter (Cavalier) = 1
Fighter (Champion) = 1
Fighter (Eldritch Knight) = 3
Fighter (Purple Dragon Knight) = 2
Fighter (Samurai) = 2
Monk = 2
Monk (Way of the Drunken Master) = 3
Monk (Way of the Four Elements) = 2
Monk (Way of the Kensei) = 2
Monk (Way of the Long Death) = 2
Monk (Way of the Open Hand) = 2
Monk (Way of the Shadow) = 1
Monk (Way of the Sun Soul) = 2
Paladin = 0
Paladin (Oath of the Ancients) = 2
Paladin (Oath of Conquest) = 2
Paladin (Oath of the Crown) = 1
Paladin (Oath of Redemption) = 1
Paladin (Oath of Vengeance) = 2
Paladin (Oathbreaker) = 3
Ranger = 2
Ranger (Beast Master) = 2
Ranger (Gloom Stalker) = 3
Ranger (Horizon Walker) = 3
Ranger (Hunter) = 1
Ranger (Monster Slayer) = 2
Rogue = 0
Rogue (Arcane Trickster) = 3
Rogue (Assassin) = 1
Rogue (Inquisitive) = 1
Rogue (Mastermind) = 1
Rogue (Scout) = 1
Rogue (Swashbuckler) = 2
Rogue (Thief) = 0
Sorcerer (Divine Soul) = 3
Sorcerer (Draconic Bloodline) = 3
Sorcerer (Shadow Magic) = 3
Sorcerer ( Storm Sorcery) = 3
Sorcerer (Wild Magic) = 3
Warlock (The Archfey) = 3
Warlock (The Celestial) = 2
Warlock (The Fiend) = 3
Warlock (The Great Old One) = 3
Warlock (The Hexblade) = 3
Warlock (The Undying) = 3
Wizard = 2
Wizard (Bladesinger) = 3
Wizard (School of Abjuration) = 2
Wizard (School of Conjuration) = 2
Wizard (School of Divination) = 2
Wizard (School of Enchantment) = 2
Wizard (School of Evocation) = 2
Wizard (School of Illusion) = 2
Wizard (School of Necromancy) = 3
Wizard (War Magic) = 3

Backgrounds

Acolyte = 1
Uthgardt Tribe Member = 3
Charlatan = 0
City Watch = 0
Clan Crafter = 2
Cloistered Scholar = 2
Courtier = 3
Criminal = 2
Entertainer = 2
Faction Agent = 1
Far Traveler = 3
Folk Hero = 0
Gladiator = 3
Guild Artisan = 0
Haunted One = 2
Hermit = 2
Inheritor = 1
Knight = 1
Mercenary Veteran = 2
Noble = 2
Outlander = 3
Pirate = 2
Waterdhavian Noble = 2
Sage = 1
Sailor = 0
Soldier = 0
Urban Bounty Hunter = 2
Urchin = 2

Race + Class

Humans

Human + Barbarian = 0
Human + Bard = 0
Human + Cleric = 0
Human + Druid = 0
Human + Fighter = 0
Human + Monk = 0
Human + Paladin =0 
Human + Ranger = 0
Human + Rogue = 0
Human + Sorcerer = 0
Human + Warlock = 0
Human + Wizard = 0

Elves

Elf Barbarian = 2
Elf Bard = 0
Elf Cleric = 0 
Elf Druid = 0
Elf Fighter = 0
Elf Monk = 2
Elf Paladin = 0
Elf Ranger = 0
Elf Rogue = 0
Elf Sorcerer = 0
Elf Warlock = 1
Elf Wizard = 0

Dwarves

Dwarf Barbarian = 1
Dwarf Bard = 2
Dwarf Cleric = 0
Dwarf Druid = 3
Dwarf Fighter = 0
Dwarf Monk = 2
Dwarf Paladin = 0
Dwarf Ranger = 2
Dwarf Rogue = 3
Dwarf Sorcerer = 3
Dwarf Warlock = 3
Dwarf Wizard = 2

Halflings

Halfling Barbarian = 3
Halfling Bard = 0
Halfling Cleric = 1
Halfling Druid = 2
Halfling Fighter = 2
Halfling Monk = 3
Halfling Paladin = 2 
Halfling Ranger = 1
Halfling Rogue = 0
Halfling Sorcerer = 2
Halfling Warlock = 3
Halfling Wizard = 2

Gnomes

Gnome Barbarian = 3
Gnome Bard = 1
Gnome Cleric = 1
Gnome Druid = 0
Gnome Fighter = 2
Gnome Monk = 3
Gnome Paladin = 2
Gnome Ranger = 1
Gnome Rogue = 2
Gnome Sorcerer = 0
Gnome Warlock = 0
Gnome Wizard = 0

Goliaths

Goliath Barbarian = 0
Goliath Bard = 3
Goliath Cleric = 1
Goliath Druid = 1
Goliath Fighter = 0
Goliath Monk = 1
Goliath Paladin = 0
Goliath Ranger = 1
Goliath Rogue = 2
Goliath Sorcerer = 3
Goliath Warlock = 3
Goliath Wizard = 3

Gith

Gith Barbarian = 3
Gith Bard = 3
Gith Cleric = 2
Gith Druid = 3
Gith Fighter = 0
Gith Monk = 0
Gith Paladin = 2
Gith Ranger = 2
Gith Rogue = 1
Gith Sorcerer = 0
Gith Warlock = 0
Gith Wizard = 0

Firbolg

Firbolg Barbarian = 1
Firbolg Bard = 1
Firbolg Cleric = 1
Firbolg Druid = 0
Firbolg Fighter = 3
Firbolg Monk = 2
Firbolg Paladin = 2
Firbolg Ranger = 1
Firbolg Rogue = 3
Firbolg Sorcerer = 2
Firbolg Warlock = 3
Firbolg Wizard = 3

Goblins

Goblin Barbarian = 0
Goblin Bard = 2
Goblin Cleric = 3
Goblin Druid = 2
Goblin Fighter = 0
Goblin Monk = 2
Goblin Paladin = 3
Goblin Ranger = 1
Goblin Rogue = 0
Goblin Sorcerer = 3
Goblin Warlock = 2
Goblin Wizard = 3

Hobgoblins

Hobgoblin Barbarian = 2
Hobgoblin Bard = 3
Hobgoblin Cleric = 1
Hobgoblin Druid = 3
Hobgoblin Fighter = 0
Hobgoblin Monk = 0
Hobgoblin Paladin = 1
Hobgoblin Ranger = 0
Hobgoblin Rogue = 3
Hobgoblin Sorcerer = 1
Hobgoblin Warlock = 2
Hobgoblin Wizard = 1

Orcs

Orc Barbarian = 0
Orc Bard = 3
Orc Cleric = 3
Orc Druid = 2
Orc Fighter = 0
Orc Monk = 2
Orc Paladin = 3
Orc Ranger = 1
Orc Rogue = 1
Orc Sorcerer = 2
Orc Warlock = 2
Orc Wizard = 3

Bugbears

Bugbear Barbarian = 0
Bugbear Bard = 3
Bugbear Cleric = 3
Bugbear Druid = 2
Bugbear Fighter = 0
Bugbear Monk = 2
Bugbear Paladin = 3 
Bugbear Ranger = 1
Bugbear Rogue = 0
Bugbear Sorcerer = 2
Bugbear Warlock = 3
Bugbear Wizard = 3

Kobolds

Kobold Barbarian = 0
Kobold Bard = 3
Kobold Cleric = 3
Kobold Druid = 2
Kobold Fighter = 0
Kobold Monk = 3
Kobold Paladin = 3
Kobold Ranger = 1
Kobold Rogue = 0
Kobold Sorcerer = 2
Kobold Warlock = 2
Kobold Wizard = 3

Tabaxi

Tabaxi Barbarian = 2
Tabaxi Bard = 0
Tabaxi Cleric = 0
Tabaxi Druid = 0
Tabaxi Fighter = 0
Tabaxi Monk = 0
Tabaxi Paladin = 1
Tabaxi Ranger = 0
Tabaxi Rogue = 0
Tabaxi Sorcerer = 1
Tabaxi Warlock = 3
Tabaxi Wizard = 3

Lizardfolk

Lizardfolk Barbarian = 0
Lizardfolk Bard = 3
Lizardfolk Cleric = 2
Lizardfolk Druid = 1
Lizardfolk Fighter = 0
Lizardfolk Monk = 3
Lizardfolk Paladin = 2
Lizardfolk Ranger = 0
Lizardfolk Rogue = 0
Lizardfolk Sorcerer = 2
Lizardfolk Warlock = 1
Lizardfolk Wizard = 3

Dragonborn

Dragonborn Barbarian = 2
Dragonborn Bard = 2
Dragonborn Cleric = 1
Dragonborn Druid = 2
Dragonborn Fighter = 0
Dragonborn Monk = 3
Dragonborn Paladin = 1
Dragonborn Ranger = 2
Dragonborn Rogue = 1
Dragonborn Sorcerer = 0
Dragonborn Warlock = 3
Dragonborn Wizard = 1

Kenku

Kenku Barbarian = 1
Kenku Bard = 3
Kenku Cleric = 3
Kenku Druid = 2
Kenku Fighter = 1
Kenku Monk = 3
Kenku Paladin = 3
Kenku Ranger = 2
Kenku Rogue = 0
Kenku Sorcerer = 3
Kenku Warlock = 2
Kenku Wizard = 3

Minotaurs

Minotaur Barbarian = 0
Minotaur Bard = 3
Minotaur Cleric = 3
Minotaur Druid = 2
Minotaur Fighter = 0
Minotaur Monk = 3
Minotaur Paladin = 3
Minotaur Ranger = 2
Minotaur Rogue = 3
Minotaur Sorcerer = 3
Minotaur Warlock = 1
Minotaur Wizard = 3

Centaurs

Centaur Barbarian = 0
Centaur Bard = 0
Centaur Cleric = 1
Centaur Druid = 0
Centaur Fighter = 0
Centaur Monk = 3
Centaur Paladin = 1
Centaur Ranger = 0
Centaur Rogue = 2
Centaur Sorcerer = 3
Centaur Warlock = 2
Centaur Wizard = 3

Aarakocra

Aarakocra Barbarian = 3
Aarakocra Bard = 2
Aarakocra Cleric = 1
Aarakocra Druid = 0
Aarakocra Fighter = 0
Aarakocra Monk = 3
Aarakocra Paladin = 1
Aarakocra Ranger = 0
Aarakocra Rogue = 3
Aarakocra Sorcerer = 3
Aarakocra Warlock = 3
Aarakocra Wizard = 2

Loxodon

Loxodon Barbarian = 3
Loxodon Bard = 2
Loxodon Cleric = 0
Loxodon Druid = 0
Loxodon Fighter = 0
Loxodon Monk = 1
Loxodon Paladin = 0
Loxodon Ranger = 1
Loxodon Rogue = 3
Loxodon Sorcerer = 2
Loxodon Warlock = 3
Loxodon Wizard = 1

Half-Elves

Half-Elf Barbarian = 3
Half-Elf Bard = 0
Half-Elf Cleric = 0
Half-Elf Druid = 0
Half-Elf Fighter = 0
Half-Elf Monk = 2
Half-Elf Paladin = 0
Half-Elf Ranger = 0
Half-Elf Rogue = 0
Half-Elf Sorcerer = 0
Half-Elf Warlock = 1
Half-Elf Wizard = 0

Half-Orcs

Half-Orc Barbarian = 0
Half-Orc Bard = 3
Half-Orc Cleric = 3
Half-Orc Druid = 2
Half-Orc Fighter = 0
Half-Orc Monk = 3
Half-Orc Paladin = 3
Half-Orc Ranger = 2
Half-Orc Rogue = 0
Half-Orc Sorcerer = 3
Half-Orc Warlock = 2
Half-Orc Wizard = 3

Yuan-Ti

Yuan-Ti Barbarian = 0
Yuan-Ti Bard = 0
Yuan-Ti Cleric = 0
Yuan-Ti Druid = 0
Yuan-Ti Fighter = 0
Yuan-Ti Monk = 0
Yuan-Ti Paladin = 0
Yuan-Ti Ranger = 0
Yuan-Ti Rogue = 0
Yuan-Ti Sorcerer = 0
Yuan-Ti Warlock = 0
Yuan-Ti Wizard = 0

Genasi

Genasi Barbarian = 3
Genasi Bard = 0
Genasi Cleric = 1
Genasi Druid = 0
Genasi Fighter = 0
Genasi Monk = 1
Genasi Paladin = 1
Genasi Ranger = 0
Genasi Rogue = 0
Genasi Sorcerer = 0
Genasi Warlock = 0
Genasi Wizard = 0

Tieflings

Tiefling Barbarian = 3
Tiefling Bard = 0
Tiefling Cleric = 3
Tiefling Druid = 2
Tiefling Fighter = 1
Tiefling Monk = 2
Tiefling Paladin = 3
Tiefling Ranger = 2
Tiefling Rogue = 0
Tiefling Sorcerer = 0
Tiefling Warlock = 0
Tiefling Wizard = 0

Aasimar

Aasimar Barbarian = 3
Aasimar Bard = 0
Aasimar Cleric = 0
Aasimar Druid = 1
Aasimar Fighter = 2
Aasimar Monk = 2
Aasimar Paladin = 1
Aasimar Ranger = 1
Aasimar Rogue = 3
Aasimar Sorcerer = 0
Aasimar Warlock = 3
Aasimar Wizard = 1

Race + Background

Humans

Human + Acolyte = 0
Human + Uthgardt Tribe Member = 0
Human + Charlatan = 0
Human + City Watch = 0
Human + Clan Crafter = 1
Human + Cloistered Scholar = 0
Human + Courtier = 0
Human + Criminal = 0
Human + Entertainer = 0
Human + Faction Agent = 0
Human + Far Traveler = 0
Human + Folk Hero = 0
Human + Gladiator = 0
Human + Guild Artisan = 0
Human + Haunted One = 0
Human + Hermit = 0
Human + Inheritor = 0
Human + Knight = 0
Human + Mercenary Veteran = 0
Human + Noble = 0
Human + Outlander = 0
Human + Pirate = 0
Human + Waterdhavian Noble = 0
Human + Sage = 0
Human + Sailor = 0
Human + Soldier = 0
Human + Urban Bounty Hunter = 0
Human + Urchin = 0

Elves

Elf Acolyte = 0
Elf Uthgardt Tribe Member = 3
Elf Charlatan = 0
Elf City Watch = 1
Elf Clan Crafter = 1
Elf Cloistered Scholar = 0
Elf Courtier = 1
Elf Criminal = 0
Elf Entertainer = 0
Elf Faction Agent = 0
Elf Far Traveler = 0
Elf Folk Hero = 0
Elf Gladiator = 3
Elf Guild Artisan = 0
Elf Haunted One = 1
Elf Hermit = 0
Elf Inheritor = 3
Elf Knight = 2
Elf Mercenary Veteran = 3
Elf Noble = 0
Elf Outlander = 0
Elf Pirate = 3
Elf Waterdhavian Noble = 0
Elf Sage = 0
Elf Sailor = 1
Elf Soldier = 2
Elf Urban Bounty Hunter = 2
Elf Urchin = 3

Dwarves

Dwarf Acolyte = 0
Dwarf Uthgardt Tribe Member = 3
Dwarf Charlatan = 0
Dwarf City Watch = 0
Dwarf Clan Crafter = 0
Dwarf Cloistered Scholar = 0
Dwarf Courtier = 0
Dwarf Criminal = 3
Dwarf Entertainer = 2
Dwarf Faction Agent = 0
Dwarf Far Traveler = 2
Dwarf Folk Hero = 0
Dwarf Gladiator = 1
Dwarf Guild Artisan = 0
Dwarf Haunted One = 1
Dwarf Hermit = 3
Dwarf Inheritor = 0
Dwarf Knight = 0
Dwarf Mercenary Veteran = 2
Dwarf Noble = 0
Dwarf Outlander = 1
Dwarf Pirate = 3
Dwarf Waterdhavian Noble = 0
Dwarf Sage = 0
Dwarf Sailor = 3
Dwarf Soldier = 0
Dwarf Urban Bounty Hunter = 0
Dwarf Urchin = 2

Halflings

Halfling Acolyte = 0
Halfling Uthgardt Tribe Member = 3
Halfling Charlatan = 0
Halfling City Watch = 2
Halfling Clan Crafter = 2
Halfling Cloistered Scholar = 1
Halfling Courtier = 3
Halfling Criminal = 0
Halfling Entertainer = 0
Halfling Faction Agent = 0
Halfling Far Traveler = 2
Halfling Folk Hero = 0
Halfling Gladiator = 3
Halfling Guild Artisan = 1
Halfling Haunted One = 2
Halfling Hermit = 3
Halfling Inheritor = 0
Halfling Knight = 3
Halfling Mercenary Veteran = 3
Halfling Noble = 1
Halfling Outlander = 0
Halfling Pirate = 2
Halfling Waterdhavian Noble = 0
Halfling Sage = 2
Halfling Sailor = 2
Halfling Soldier = 3
Halfling Urban Bounty Hunter = 2
Halfling Urchin = 1

Gnomes

Gnome Acolyte = 0
Gnome Uthgardt Tribe Member = 3
Gnome Charlatan = 0
Gnome City Watch = 3
Gnome Clan Crafter = 1
Gnome Cloistered Scholar = 0
Gnome Courtier = 2
Gnome Criminal = 3
Gnome Entertainer = 0
Gnome Faction Agent = 0
Gnome Far Traveler = 2
Gnome Folk Hero = 0
Gnome Gladiator = 3
Gnome Guild Artisan = 1
Gnome Haunted One = 2
Gnome Hermit = 0
Gnome Inheritor = 1
Gnome Knight = 3
Gnome Mercenary Veteran = 3
Gnome Noble = 0
Gnome Outlander = 1
Gnome Pirate = 3
Gnome Waterdhavian Noble = 0
Gnome Sage = 0
Gnome Sailor = 3
Gnome Soldier = 3
Gnome Urban Bounty Hunter = 3
Gnome Urchin = 1

Goliaths

Goliath Acolyte = 3
Goliath Uthgardt Tribe Member = 3
Goliath Charlatan = 0
Goliath City Watch = 1
Goliath Clan Crafter = 2
Goliath Cloistered Scholar = 3
Goliath Courtier = 3
Goliath Criminal = 3
Goliath Entertainer = 3
Goliath Faction Agent = 0
Goliath Far Traveler = 0
Goliath Folk Hero = 0
Goliath Gladiator = 0
Goliath Guild Artisan = 1
Goliath Haunted One = 1
Goliath Hermit = 0
Goliath Inheritor = 3
Goliath Knight = 3
Goliath Mercenary Veteran = 1
Goliath Noble = 3
Goliath Outlander = 0
Goliath Pirate = 3
Goliath Waterdhavian Noble = 2
Goliath Sage = 3
Goliath Sailor = 3
Goliath Soldier = 0
Goliath Urban Bounty Hunter = 2
Goliath Urchin = 0

Gith

Gith Acolyte = 1
Gith Uthgardt Tribe Member = 3
Gith Charlatan = 0
Gith City Watch = 3
Gith Clan Crafter = 3
Gith Cloistered Scholar = 0
Gith Courtier = 2
Gith Criminal = 0
Gith Entertainer = 2
Gith Faction Agent = 3
Gith Far Traveler = 0
Gith Folk Hero = 0
Gith Gladiator = 1
Gith Guild Artisan = 1
Gith Haunted One = 2
Gith Hermit = 3
Gith Inheritor = 1
Gith Knight = 2
Gith Mercenary Veteran = 0
Gith Noble = 0
Gith Outlander = 0
Gith Pirate = 0
Gith Waterdhavian Noble = 3
Gith Sage = 1
Gith Sailor = 1
Gith Soldier = 0
Gith Urban Bounty Hunter = 1
Gith Urchin = 2

Firbolg

Firbolg Acolyte = 3
Firbolg Uthgardt Tribe Member = 3
Firbolg Charlatan = 0
Firbolg City Watch = 3
Firbolg Clan Crafter = 3
Firbolg Cloistered Scholar = 3
Firbolg Courtier = 3
Firbolg Criminal = 3
Firbolg Entertainer = 2
Firbolg Faction Agent = 2
Firbolg Far Traveler = 3
Firbolg Folk Hero = 0
Firbolg Gladiator = 3
Firbolg Guild Artisan = 3
Firbolg Haunted One = 2
Firbolg Hermit = 0
Firbolg Inheritor = 3
Firbolg Knight = 3
Firbolg Mercenary Veteran = 3
Firbolg Noble = 3
Firbolg Outlander = 0
Firbolg Pirate = 3
Firbolg Waterdhavian Noble = 3
Firbolg Sage = 2
Firbolg Sailor = 2
Firbolg Soldier = 3
Firbolg Urban Bounty Hunter = 3
Firbolg Urchin = 3

Goblins

Goblin Acolyte = 3
Goblin Uthgardt Tribe Member = 3
Goblin Charlatan = 0
Goblin City Watch = 3
Goblin Clan Crafter = 3
Goblin Cloistered Scholar = 3
Goblin Courtier = 3
Goblin Criminal = 0
Goblin Entertainer = 2
Goblin Faction Agent = 3
Goblin Far Traveler = 2
Goblin Folk Hero = 0
Goblin Gladiator = 0
Goblin Guild Artisan = 3
Goblin Haunted One = 2
Goblin Hermit = 1
Goblin Inheritor = 3
Goblin Knight = 3
Goblin Mercenary Veteran = 1
Goblin Noble = 3
Goblin Outlander = 0
Goblin Pirate = 1
Goblin Waterdhavian Noble = 3
Goblin Sage = 3
Goblin Sailor = 2
Goblin Soldier = 1
Goblin Urban Bounty Hunter = 2
Goblin Urchin = 0

Hobgoblins

Hobgoblin Acolyte = 2
Hobgoblin Uthgardt Tribe Member = 3
Hobgoblin Charlatan = 0
Hobgoblin City Watch = 2
Hobgoblin Clan Crafter = 3
Hobgoblin Cloistered Scholar = 2
Hobgoblin Courtier = 3
Hobgoblin Criminal = 1
Hobgoblin Entertainer = 3
Hobgoblin Faction Agent = 3
Hobgoblin Far Traveler = 2
Hobgoblin Folk Hero = 0
Hobgoblin Gladiator = 0
Hobgoblin Guild Artisan = 2
Hobgoblin Haunted One = 1
Hobgoblin Hermit = 3
Hobgoblin Inheritor = 2
Hobgoblin Knight = 1
Hobgoblin Mercenary Veteran = 0
Hobgoblin Noble = 1
Hobgoblin Outlander = 0
Hobgoblin Pirate = 0
Hobgoblin Waterdhavian Noble = 3
Hobgoblin Sage = 2
Hobgoblin Sailor = 1
Hobgoblin Soldier = 0
Hobgoblin Urban Bounty Hunter = 1
Hobgoblin Urchin = 3

Orcs

Orc Acolyte = 3
Orc Uthgardt Tribe Member = 3
Orc Charlatan = 0
Orc City Watch = 3
Orc Clan Crafter = 3
Orc Cloistered Scholar = 3
Orc Courtier = 3
Orc Criminal = 0
Orc Entertainer = 3
Orc Faction Agent = 3
Orc Far Traveler = 2
Orc Folk Hero = 0
Orc Gladiator = 0
Orc Guild Artisan = 3
Orc Haunted One = 3
Orc Hermit = 1
Orc Inheritor = 3
Orc Knight = 3
Orc Mercenary Veteran = 0
Orc Noble = 3
Orc Outlander = 0
Orc Pirate = 0
Orc Waterdhavian Noble = 3
Orc Sage = 3
Orc Sailor = 1
Orc Soldier = 1
Orc Urban Bounty Hunter = 2
Orc Urchin = 0

Bugbears

Bugbear Acolyte = 3
Bugbear Uthgardt Tribe Member = 3
Bugbear Charlatan = 0
Bugbear City Watch = 3
Bugbear Clan Crafter = 3
Bugbear Cloistered Scholar = 3
Bugbear Courtier = 3
Bugbear Criminal = 0
Bugbear Entertainer = 3
Bugbear Faction Agent = 3
Bugbear Far Traveler = 2
Bugbear Folk Hero = 0
Bugbear Gladiator = 1
Bugbear Guild Artisan = 3
Bugbear Haunted One = 2
Bugbear Hermit = 1
Bugbear Inheritor = 3
Bugbear Knight = 3
Bugbear Mercenary Veteran = 0
Bugbear Noble = 3
Bugbear Outlander = 0
Bugbear Pirate = 2
Bugbear Waterdhavian Noble = 3
Bugbear Sage = 3
Bugbear Sailor = 2
Bugbear Soldier = 0
Bugbear Urban Bounty Hunter = 1
Bugbear Urchin = 0

Kobolds

Kobold Acolyte = 2
Kobold Uthgardt Tribe Member = 3
Kobold Charlatan = 0
Kobold City Watch = 3
Kobold Clan Crafter = 3
Kobold Cloistered Scholar = 3
Kobold Courtier = 3
Kobold Criminal = 0
Kobold Entertainer = 2
Kobold Faction Agent = 3
Kobold Far Traveler = 2
Kobold Folk Hero = 0
Kobold Gladiator = 1
Kobold Guild Artisan = 2
Kobold Haunted One = 2
Kobold Hermit = 3
Kobold Inheritor = 3
Kobold Knight = 3
Kobold Mercenary Veteran = 1
Kobold Noble = 3
Kobold Outlander = 0
Kobold Pirate = 1
Kobold Waterdhavian Noble = 3
Kobold Sage = 3
Kobold Sailor = 1
Kobold Soldier = 0
Kobold Urban Bounty Hunter = 2
Kobold Urchin = 3

Tabaxi

Tabaxi Acolyte = 1
Tabaxi Uthgardt Tribe Member = 3
Tabaxi Charlatan = 0
Tabaxi City Watch = 2
Tabaxi Clan Crafter = 2
Tabaxi Cloistered Scholar = 2
Tabaxi Courtier = 3
Tabaxi Criminal = 2
Tabaxi Entertainer = 1
Tabaxi Faction Agent = 0
Tabaxi Far Traveler = 2
Tabaxi Folk Hero = 0
Tabaxi Gladiator = 2
Tabaxi Guild Artisan = 2
Tabaxi Haunted One = 1
Tabaxi Hermit = 0
Tabaxi Inheritor = 2
Tabaxi Knight = 2
Tabaxi Mercenary Veteran = 3
Tabaxi Noble = 2
Tabaxi Outlander = 0
Tabaxi Pirate = 3
Tabaxi Waterdhavian Noble = 2
Tabaxi Sage = 1
Tabaxi Sailor = 1
Tabaxi Soldier = 2
Tabaxi Urban Bounty Hunter = 1
Tabaxi Urchin = 1

Lizardfolk

Lizardfolk Acolyte = 1
Lizardfolk Uthgardt Tribe Member = 3
Lizardfolk Charlatan = 0
Lizardfolk City Watch = 3
Lizardfolk Clan Crafter = 3
Lizardfolk Cloistered Scholar = 2
Lizardfolk Courtier = 3
Lizardfolk Criminal = 0
Lizardfolk Entertainer = 3
Lizardfolk Faction Agent = 3
Lizardfolk Far Traveler = 0
Lizardfolk Folk Hero = 0
Lizardfolk Gladiator = 1
Lizardfolk Guild Artisan = 2
Lizardfolk Haunted One = 1
Lizardfolk Hermit = 1
Lizardfolk Inheritor = 3
Lizardfolk Knight = 3
Lizardfolk Mercenary Veteran = 1
Lizardfolk Noble = 3
Lizardfolk Outlander = 0
Lizardfolk Pirate = 1
Lizardfolk Waterdhavian Noble = 3
Lizardfolk Sage = 2
Lizardfolk Sailor = 0
Lizardfolk Soldier = 1
Lizardfolk Urban Bounty Hunter = 1
Lizardfolk Urchin = 0

Dragonborn

Dragonborn Acolyte = 0
Dragonborn Uthgardt Tribe Member = 3
Dragonborn Charlatan = 0
Dragonborn City Watch = 1
Dragonborn Clan Crafter = 1
Dragonborn Cloistered Scholar = 1
Dragonborn Courtier = 1
Dragonborn Criminal = 1
Dragonborn Entertainer = 1
Dragonborn Faction Agent = 0
Dragonborn Far Traveler = 2
Dragonborn Folk Hero = 0
Dragonborn Gladiator = 1
Dragonborn Guild Artisan = 0
Dragonborn Haunted One = 0
Dragonborn Hermit = 0
Dragonborn Inheritor = 1
Dragonborn Knight = 1
Dragonborn Mercenary Veteran = 1
Dragonborn Noble = 1
Dragonborn Outlander = 1
Dragonborn Pirate = 2
Dragonborn Waterdhavian Noble = 1
Dragonborn Sage = 1
Dragonborn Sailor = 2
Dragonborn Soldier = 0
Dragonborn Urban Bounty Hunter = 0
Dragonborn Urchin = 0

Kenku

Kenku Acolyte = 2
Kenku Uthgardt Tribe Member = 3
Kenku Charlatan = 0
Kenku City Watch = 2
Kenku Clan Crafter = 3
Kenku Cloistered Scholar = 2
Kenku Courtier = 3
Kenku Criminal = 0
Kenku Entertainer =1 
Kenku Faction Agent = 2
Kenku Far Traveler = 2
Kenku Folk Hero = 0
Kenku Gladiator = 1
Kenku Guild Artisan = 1
Kenku Haunted One = 0
Kenku Hermit = 1
Kenku Inheritor = 3
Kenku Knight = 3
Kenku Mercenary Veteran = 2
Kenku Noble = 3
Kenku Outlander = 0
Kenku Pirate = 0
Kenku Waterdhavian Noble = 2
Kenku Sage = 3
Kenku Sailor = 1
Kenku Soldier = 1
Kenku Urban Bounty Hunter = 2
Kenku Urchin = 0

Minotaur

Minotaur Acolyte = 3
Minotaur Uthgardt Tribe Member = 3
Minotaur Charlatan = 0
Minotaur City Watch = 2
Minotaur Clan Crafter = 3
Minotaur Cloistered Scholar = 3
Minotaur Courtier = 3
Minotaur Criminal = 0
Minotaur Entertainer = 3
Minotaur Faction Agent = 3
Minotaur Far Traveler = 2
Minotaur Folk Hero = 0
Minotaur Gladiator = 0
Minotaur Guild Artisan = 2
Minotaur Haunted One = 2
Minotaur Hermit = 0
Minotaur Inheritor = 3
Minotaur Knight = 3
Minotaur Mercenary Veteran = 1
Minotaur Noble = 3
Minotaur Outlander = 0
Minotaur Pirate = 2
Minotaur Waterdhavian Noble = 3
Minotaur Sage = 3
Minotaur Sailor = 2
Minotaur Soldier = 0
Minotaur Urban Bounty Hunter = 1
Minotaur Urchin = 1

Centaur

Centaur Acolyte = 3
Centaur Uthgardt Tribe Member = 3
Centaur Charlatan = 0
Centaur City Watch = 2
Centaur Clan Crafter = 3
Centaur Cloistered Scholar = 3
Centaur Courtier = 3
Centaur Criminal = 3
Centaur Entertainer = 0
Centaur Faction Agent = 1
Centaur Far Traveler = 2
Centaur Folk Hero = 0
Centaur Gladiator = 2
Centaur Guild Artisan = 2
Centaur Haunted One = 2
Centaur Hermit = 0
Centaur Inheritor = 3
Centaur Knight = 3
Centaur Mercenary Veteran = 2
Centaur Noble = 3
Centaur Outlander = 0
Centaur Pirate = 3
Centaur Waterdhavian Noble = 3
Centaur Sage = 3
Centaur Sailor = 3
Centaur Soldier = 0
Centaur Urban Bounty Hunter = 2
Centaur Urchin = 3

Aarakocra

Aarakocra Acolyte = 1
Aarakocra Uthgardt Tribe Member = 3
Aarakocra Charlatan = 0
Aarakocra City Watch = 3
Aarakocra Clan Crafter = 3
Aarakocra Cloistered Scholar = 0
Aarakocra Courtier = 3
Aarakocra Criminal = 3
Aarakocra Entertainer = 0
Aarakocra Faction Agent = 1
Aarakocra Far Traveler = 0
Aarakocra Folk Hero = 0
Aarakocra Gladiator = 3
Aarakocra Guild Artisan = 2
Aarakocra Haunted One = 2
Aarakocra Hermit = 0
Aarakocra Inheritor = 3
Aarakocra Knight = 3
Aarakocra Mercenary Veteran = 3
Aarakocra Noble = 1
Aarakocra Outlander = 0
Aarakocra Pirate = 3
Aarakocra Waterdhavian Noble = 3
Aarakocra Sage = 0
Aarakocra Sailor = 0
Aarakocra Soldier = 0
Aarakocra Urban Bounty Hunter = 1
Aarakocra Urchin = 0

Loxodon

Loxodon Acolyte = 0
Loxodon Uthgardt Tribe Member = 3
Loxodon Charlatan = 0
Loxodon City Watch = 0
Loxodon Clan Crafter = 1
Loxodon Cloistered Scholar = 0
Loxodon Courtier = 3
Loxodon Criminal = 3
Loxodon Entertainer = 2
Loxodon Faction Agent = 0
Loxodon Far Traveler = 0
Loxodon Folk Hero = 0
Loxodon Gladiator = 1
Loxodon Guild Artisan = 0
Loxodon Haunted One = 1
Loxodon Hermit = 2
Loxodon Inheritor = 3
Loxodon Knight = 3
Loxodon Mercenary Veteran = 2
Loxodon Noble = 2
Loxodon Outlander = 0
Loxodon Pirate = 3
Loxodon Waterdhavian Noble = 3
Loxodon Sage = 0
Loxodon Sailor = 3
Loxodon Soldier = 1
Loxodon Urban Bounty Hunter = 0
Loxodon Urchin = 2

Half-Elves

Half-Elf Acolyte = 0
Half-Elf Uthgardt Tribe Member = 3
Half-Elf Charlatan = 0
Half-Elf City Watch = 0
Half-Elf Clan Crafter = 1
Half-Elf Cloistered Scholar = 0
Half-Elf Courtier = 0
Half-Elf Criminal = 0
Half-Elf Entertainer = 0
Half-Elf Faction Agent = 0
Half-Elf Far Traveler = 0
Half-Elf Folk Hero = 0
Half-Elf Gladiator = 0
Half-Elf Guild Artisan = 0
Half-Elf Haunted One = 0
Half-Elf Hermit = 0
Half-Elf Inheritor = 2
Half-Elf Knight = 0
Half-Elf Mercenary Veteran = 0
Half-Elf Noble = 3
Half-Elf Outlander = 0
Half-Elf Pirate = 0
Half-Elf Waterdhavian Noble = 0
Half-Elf Sage = 0
Half-Elf Sailor = 0
Half-Elf Soldier = 0
Half-Elf Urban Bounty Hunter = 0
Half-Elf Urchin = 0

Half-Orcs

Half-Orc Acolyte = 3
Half-Orc Uthgardt Tribe Member = 3
Half-Orc Charlatan = 0
Half-Orc City Watch = 2
Half-Orc Clan Crafter = 3
Half-Orc Cloistered Scholar = 3
Half-Orc Courtier = 3
Half-Orc Criminal = 0
Half-Orc Entertainer = 2
Half-Orc Faction Agent = 2
Half-Orc Far Traveler = 0
Half-Orc Folk Hero = 0
Half-Orc Gladiator = 0
Half-Orc Guild Artisan = 1
Half-Orc Haunted One = 0
Half-Orc Hermit = 0
Half-Orc Inheritor = 3
Half-Orc Knight = 3
Half-Orc Mercenary Veteran = 0
Half-Orc Noble = 3
Half-Orc Outlander = 0
Half-Orc Pirate = 0
Half-Orc Waterdhavian Noble = 1
Half-Orc Sage = 3
Half-Orc Sailor = 0
Half-Orc Soldier = 0
Half-Orc Urban Bounty Hunter = 0
Half-Orc Urchin = 0

Yuan-Ti

Yuan-Ti Acolyte = 0
Yuan-Ti Uthgardt Tribe Member = 0
Yuan-Ti Charlatan = 0
Yuan-Ti City Watch = 0
Yuan-Ti Clan Crafter = 0
Yuan-Ti Cloistered Scholar = 0
Yuan-Ti Courtier = 0
Yuan-Ti Criminal = 0
Yuan-Ti Entertainer = 0
Yuan-Ti Faction Agent = 0
Yuan-Ti Far Traveler = 0
Yuan-Ti Folk Hero = 0
Yuan-Ti Gladiator = 0
Yuan-Ti Guild Artisan = 0
Yuan-Ti Haunted One = 0
Yuan-Ti Hermit = 0
Yuan-Ti Inheritor = 0
Yuan-Ti Knight = 0
Yuan-Ti Mercenary Veteran = 0
Yuan-Ti Noble = 0
Yuan-Ti Outlander = 0
Yuan-Ti Pirate = 0
Yuan-Ti Waterdhavian Noble = 0
Yuan-Ti Sage = 0
Yuan-Ti Sailor = 0
Yuan-Ti Soldier = 0
Yuan-Ti Urban Bounty Hunter = 0
Yuan-Ti Urchin = 0

Genasi

Genasi Acolyte =
Genasi Uthgardt Tribe Member = 3
Genasi Charlatan = 0
Genasi City Watch = 0
Genasi Clan Crafter = 3
Genasi Cloistered Scholar = 0
Genasi Courtier = 2
Genasi Criminal = 0
Genasi Entertainer = 0
Genasi Faction Agent = 0
Genasi Far Traveler = 0
Genasi Folk Hero = 0
Genasi Gladiator = 0
Genasi Guild Artisan = 0
Genasi Haunted One = 0
Genasi Hermit = 0
Genasi Inheritor = 0
Genasi Knight = 2
Genasi Mercenary Veteran = 0
Genasi Noble = 2
Genasi Outlander = 0
Genasi Pirate = 0
Genasi Waterdhavian Noble = 1
Genasi Sage = 0
Genasi Sailor = 0
Genasi Soldier = 0
Genasi Urban Bounty Hunter = 0
Genasi Urchin = 0

Tiefling

Tiefling Acolyte = 3
Tiefling Uthgardt Tribe Member = 3
Tiefling Charlatan = 0
Tiefling City Watch = 2
Tiefling Clan Crafter = 3
Tiefling Cloistered Scholar = 2
Tiefling Courtier = 3
Tiefling Criminal = 0
Tiefling Entertainer = 0
Tiefling Faction Agent = 1
Tiefling Far Traveler = 0
Tiefling Folk Hero = 0
Tiefling Gladiator = 0
Tiefling Guild Artisan = 0
Tiefling Haunted One = 0
Tiefling Hermit = 0
Tiefling Inheritor = 0
Tiefling Knight = 0
Tiefling Mercenary Veteran = 0
Tiefling Noble = 0
Tiefling Outlander = 0
Tiefling Pirate = 0
Tiefling Waterdhavian Noble = 1
Tiefling Sage = 0
Tiefling Sailor = 0
Tiefling Soldier = 0
Tiefling Urban Bounty Hunter = 0
Tiefling Urchin = 0

Aasimar

Aasimar Acolyte = 0
Aasimar Uthgardt Tribe Member = 3
Aasimar Charlatan = 0
Aasimar City Watch = 0
Aasimar Clan Crafter = 3
Aasimar Cloistered Scholar = 0
Aasimar Courtier = 0
Aasimar Criminal = 3
Aasimar Entertainer = 0
Aasimar Faction Agent = 0
Aasimar Far Traveler = 0
Aasimar Folk Hero = 0
Aasimar Gladiator = 3
Aasimar Guild Artisan = 0
Aasimar Haunted One = 0
Aasimar Hermit = 0
Aasimar Inheritor = 0
Aasimar Knight = 0
Aasimar Mercenary Veteran = 3
Aasimar Noble = 0
Aasimar Outlander = 0
Aasimar Pirate = 3
Aasimar Waterdhavian Noble = 1
Aasimar Sage = 0
Aasimar Sailor = 0
Aasimar Soldier = 0
Aasimar Urban Bounty Hunter = 0
Aasimar Urchin = 0

Class + Background

Barbarians

Barbarian + Acolyte = 3
Barbarian + Uthgardt Tribe Member = 0
Barbarian + Charlatan = 0
Barbarian + City Watch = 3
Barbarian + Clan Crafter = 2
Barbarian + Cloistered Scholar = 3
Barbarian + Courtier = 3
Barbarian + Criminal = 0
Barbarian + Entertainer = 2
Barbarian + Faction Agent = 3
Barbarian + Far Traveler = 1
Barbarian + Folk Hero = 0
Barbarian + Gladiator = 0
Barbarian + Guild Artisan = 2
Barbarian + Haunted One = 2
Barbarian + Hermit = 0
Barbarian + Inheritor = 3
Barbarian + Knight = 3
Barbarian + Mercenary Veteran = 2
Barbarian + Noble = 2
Barbarian + Outlander = 0
Barbarian + Pirate = 1
Barbarian + Waterdhavian Noble = 3
Barbarian + Sage = 3
Barbarian + Sailor = 1
Barbarian + Soldier = 0
Barbarian + Urban Bounty Hunter = 3
Barbarian + Urchin = 0

Bards

Bard + Acolyte = 1
Bard + Uthgardt Tribe Member = 3
Bard + Charlatan = 0
Bard + City Watch = 2
Bard + Clan Crafter = 3
Bard + Cloistered Scholar = 1
Bard + Courtier = 0
Bard + Criminal = 0
Bard + Entertainer = 0
Bard + Faction Agent = 0
Bard + Far Traveler = 1
Bard + Folk Hero = 0
Bard + Gladiator = 3
Bard + Guild Artisan = 2
Bard + Haunted One = 0
Bard + Hermit = 3
Bard + Inheritor = 0
Bard + Knight = 2
Bard + Mercenary Veteran = 3
Bard + Noble = 0
Bard + Outlander = 0
Bard + Pirate = 1
Bard + Waterdhavian Noble = 0
Bard + Sage = 1
Bard + Sailor = 0
Bard + Soldier = 3
Bard + Urban Bounty Hunter = 2
Bard + Urchin = 0

Clerics

Cleric + Acolyte = 0
Cleric + Uthgardt Tribe Member = 3
Cleric + Charlatan = 0
Cleric + City Watch = 2
Cleric + Clan Crafter = 2
Cleric + Cloistered Scholar = 1
Cleric + Courtier = 1
Cleric + Criminal = 3
Cleric + Entertainer = 3
Cleric + Faction Agent = 0
Cleric + Far Traveler = 1
Cleric + Folk Hero = 0
Cleric + Gladiator = 3
Cleric + Guild Artisan = 2
Cleric + Haunted One = 2
Cleric + Hermit = 0
Cleric + Inheritor = 1
Cleric + Knight = 2
Cleric + Mercenary Veteran = 3
Cleric + Noble = 1
Cleric + Outlander = 0
Cleric + Pirate = 3
Cleric + Waterdhavian Noble = 0
Cleric + Sage = 1
Cleric + Sailor = 1
Cleric + Soldier = 2
Cleric + Urban Bounty Hunter = 2
Cleric + Urchin = 0

Druids

Druid + Acolyte = 0
Druid + Uthgardt Tribe Member = 0
Druid + Charlatan = 0
Druid + City Watch = 3
Druid + Clan Crafter = 3
Druid + Cloistered Scholar = 2
Druid + Courtier = 3
Druid + Criminal = 1
Druid + Entertainer = 2
Druid + Faction Agent = 0
Druid + Far Traveler = 1
Druid + Folk Hero = 0
Druid + Gladiator = 3
Druid + Guild Artisan = 3
Druid + Haunted One = 2
Druid + Hermit = 0
Druid + Inheritor = 2
Druid + Knight = 3
Druid + Mercenary Veteran = 3
Druid + Noble = 2
Druid + Outlander = 0
Druid + Pirate = 3
Druid + Waterdhavian Noble = 2
Druid + Sage = 1
Druid + Sailor = 3
Druid + Soldier = 3
Druid + Urban Bounty Hunter = 3
Druid + Urchin = 0

Fighters

Fighter + Acolyte = 1
Fighter + Uthgardt Tribe Member = 0
Fighter + Charlatan = 0
Fighter + City Watch = 0
Fighter + Clan Crafter = 0
Fighter + Cloistered Scholar = 3
Fighter + Courtier = 3
Fighter + Criminal = 0
Fighter + Entertainer = 2
Fighter + Faction Agent = 0
Fighter + Far Traveler = 0
Fighter + Folk Hero = 0
Fighter + Gladiator = 0
Fighter + Guild Artisan = 0
Fighter + Haunted One = 0
Fighter + Hermit = 0
Fighter + Inheritor = 0
Fighter + Knight = 0
Fighter + Mercenary Veteran = 0
Fighter + Noble = 1
Fighter + Outlander = 0
Fighter + Pirate = 0
Fighter + Waterdhavian Noble = 1
Fighter + Sage = 3
Fighter + Sailor = 0
Fighter + Soldier = 0
Fighter + Urban Bounty Hunter = 0
Fighter + Urchin = 0

Monks

Monk + Acolyte = 0
Monk + Uthgardt Tribe Member = 3
Monk + Charlatan = 0
Monk + City Watch = 2
Monk + Clan Crafter = 2
Monk + Cloistered Scholar = 0
Monk + Courtier = 3
Monk + Criminal = 0
Monk + Entertainer = 2
Monk + Faction Agent = 0
Monk + Far Traveler = 0
Monk + Folk Hero = 0
Monk + Gladiator = 2
Monk + Guild Artisan = 1
Monk + Haunted One = 0
Monk + Hermit = 0
Monk + Inheritor = 3
Monk + Knight = 3
Monk + Mercenary Veteran = 2
Monk + Noble = 1
Monk + Outlander = 0
Monk + Pirate = 3
Monk + Waterdhavian Noble = 3
Monk + Sage = 0
Monk + Sailor = 2
Monk + Soldier = 0
Monk + Urban Bounty Hunter = 3
Monk + Urchin = 0

Paladins

Paladin + Acolyte = 0
Paladin + Uthgardt Tribe Member = 3
Paladin + Charlatan = 0
Paladin + City Watch = 0
Paladin + Clan Crafter = 2
Paladin + Cloistered Scholar = 0
Paladin + Courtier = 0
Paladin + Criminal = 3
Paladin + Entertainer = 3
Paladin + Faction Agent = 0
Paladin + Far Traveler = 1
Paladin + Folk Hero = 0
Paladin + Gladiator = 3
Paladin + Guild Artisan = 1
Paladin + Haunted One = 0
Paladin + Hermit = 0
Paladin + Inheritor = 0
Paladin + Knight = 0
Paladin + Mercenary Veteran = 3
Paladin + Noble = 0
Paladin + Outlander = 0
Paladin + Pirate = 3
Paladin + Waterdhavian Noble = 0
Paladin + Sage = 0
Paladin + Sailor = 3
Paladin + Soldier = 0
Paladin + Urban Bounty Hunter = 0
Paladin + Urchin = 0

Rangers

Ranger + Acolyte = 3
Ranger + Uthgardt Tribe Member = 0
Ranger + Charlatan = 0
Ranger + City Watch = 1
Ranger + Clan Crafter = 3
Ranger + Cloistered Scholar = 3
Ranger + Courtier = 3
Ranger + Criminal = 0
Ranger + Entertainer = 2
Ranger + Faction Agent = 0
Ranger + Far Traveler = 0
Ranger + Folk Hero = 0
Ranger + Gladiator = 2
Ranger + Guild Artisan = 2
Ranger + Haunted One = 0
Ranger + Hermit = 0
Ranger + Inheritor = 3
Ranger + Knight = 3
Ranger + Mercenary Veteran = 2
Ranger + Noble = 3
Ranger + Outlander = 0
Ranger + Pirate = 3
Ranger + Waterdhavian Noble = 2
Ranger + Sage = 3
Ranger + Sailor = 3
Ranger + Soldier = 1
Ranger + Urban Bounty Hunter = 0
Ranger + Urchin = 0

Rogues

Rogue + Acolyte = 3
Rogue + Uthgardt Tribe Member = 3
Rogue + Charlatan = 0
Rogue + City Watch = 3
Rogue + Clan Crafter = 3
Rogue + Cloistered Scholar = 3
Rogue + Courtier = 3
Rogue + Criminal = 0
Rogue + Entertainer = 0
Rogue + Faction Agent = 2
Rogue + Far Traveler = 0
Rogue + Folk Hero = 0
Rogue + Gladiator = 3
Rogue + Guild Artisan = 3
Rogue + Haunted One = 0
Rogue + Hermit = 0
Rogue + Inheritor = 0
Rogue + Knight = 3
Rogue + Mercenary Veteran = 0
Rogue + Noble = 2
Rogue + Outlander = 0
Rogue + Pirate = 0
Rogue + Waterdhavian Noble = 0
Rogue + Sage = 3
Rogue + Sailor = 0
Rogue + Soldier = 3
Rogue + Urban Bounty Hunter = 2
Rogue + Urchin = 0

Sorcerers

Sorcerer + Acolyte = 2
Sorcerer + Uthgardt Tribe Member = 3
Sorcerer + Charlatan = 0
Sorcerer + City Watch = 3
Sorcerer + Clan Crafter = 3
Sorcerer + Cloistered Scholar = 0
Sorcerer + Courtier = 1
Sorcerer + Criminal = 0
Sorcerer + Entertainer = 0
Sorcerer + Faction Agent = 0
Sorcerer + Far Traveler = 0
Sorcerer + Folk Hero = 0
Sorcerer + Gladiator = 3
Sorcerer + Guild Artisan = 3
Sorcerer + Haunted One = 0
Sorcerer + Hermit = 0
Sorcerer + Inheritor = 3
Sorcerer + Knight = 3
Sorcerer + Mercenary Veteran = 3
Sorcerer + Noble = 2
Sorcerer + Outlander = 0
Sorcerer + Pirate = 3
Sorcerer + Waterdhavian Noble = 0
Sorcerer + Sage = 0
Sorcerer + Sailor = 3
Sorcerer + Soldier = 3
Sorcerer + Urban Bounty Hunter = 2
Sorcerer + Urchin = 0

Warlocks

Warlock + Acolyte = 3
Warlock + Uthgardt Tribe Member = 2
Warlock + Charlatan = 0
Warlock + City Watch = 3
Warlock + Clan Crafter = 3
Warlock + Cloistered Scholar = 0
Warlock + Courtier = 0
Warlock + Criminal = 0
Warlock + Entertainer = 0
Warlock + Faction Agent = 0
Warlock + Far Traveler = 0
Warlock + Folk Hero = 0
Warlock + Gladiator = 3
Warlock + Guild Artisan = 3
Warlock + Haunted One = 0
Warlock + Hermit = 0
Warlock + Inheritor = 0
Warlock + Knight = 3
Warlock + Mercenary Veteran = 3
Warlock + Noble = 0
Warlock + Outlander = 0
Warlock + Pirate = 3
Warlock + Waterdhavian Noble = 0
Warlock + Sage = 0
Warlock + Sailor = 2
Warlock + Soldier = 3
Warlock + Urban Bounty Hunter = 1
Warlock + Urchin = 0

Wizard

Wizard + Acolyte = 3
Wizard + Uthgardt Tribe Member = 3
Wizard + Charlatan = 0
Wizard + City Watch = 3
Wizard + Clan Crafter = 3
Wizard + Cloistered Scholar = 0
Wizard + Courtier = 0
Wizard + Criminal = 0
Wizard + Entertainer = 0
Wizard + Faction Agent = 0
Wizard + Far Traveler = 0
Wizard + Folk Hero = 0
Wizard + Gladiator = 3
Wizard + Guild Artisan = 3
Wizard + Haunted One = 1
Wizard + Hermit = 0
Wizard + Inheritor = 0
Wizard + Knight = 2
Wizard + Mercenary Veteran = 3
Wizard + Noble = 0
Wizard + Outlander = 0
Wizard + Pirate = 3
Wizard + Waterdhavian Noble = 0
Wizard + Sage = 0
Wizard + Sailor = 3
Wizard + Soldier = 3
Wizard + Urban Bounty Hunter = 3
Wizard + Urchin = 0