
Growing up, you had a weak constitution. You may have been confined to your bed or kept indoors upon doctors' orders. You may also have been sent to live in a warmer climate in hopes that your health would improve. You missed out on a lot of milestones and excitement because of your health. Perhaps your family was too poor to afford proper care or medicine, or doctors couldn't determine what was wrong with you, or the only possible cure was some hard-to-come-by magical potion, spell, or artifact. Now that you are finally able to travel, you cannot wait to make up for all of your missed experiences.
- Skill Proficiencies: Medicine, plus one from among Arcana, Perception, Survival, Stealth, or Investigation, as appropriate for your method of recovery
- Tool Proficiencies: Herbalism kit
- Equipment: A leather bag, a warm blanket, an herbalism kit, tissues, a canteen, your medicine or treatment if you have any, a set of sleep clothes, many seemingly useless trinkets, a favorite book that has been worn out from being read so many times, and 10 gp
To determine the nature of your recovery, roll a d8 or choose from the options in the table below.
d8 | Recovery |
---|---|
1 | You miraculously recovered on your own. You don't know how it happened and you don't know if you might fall ill again. |
2 | Your family raised enough money to take you to the best healer in the region, who was able to diagnose and cure you once and for all. |
3 | You made a deal with a witch for your health. You now owe this witch something of equivalent value in return. |
4 | You aren't cured. Your condition is incurable - you simply found treatment that mitigates the symptoms. If you are unable to undergo treatment for too long, your symptoms will return. |
5 | You were never sick, just cursed. A traveling exorcist noticed the dark aura hovering around your house and offered to remove the curse for you in exchange for a place to stay until they moved on. |
6 | You aren't cured, but your condition might be curable. You have been magically granted temporary wellness so that you might venture out and find a cure for yourself. You must hurry before your time runs out. |
7 | You received an anonymous gift of medicine one day, along with instructions on how to use it. No one in your town saw who left it. You now travel in search of your mysterious savior so that you may thank them. |
8 | You were never sick - you were being poisoned by your guardians, who then lied to you to make you believe that you were ill. You overheard them talking about it one night and realized you had to escape. It wasn't easy in your condition, but you managed it, and ever since you left, all of your symptoms have cleared up. |
You always had to be more careful than most people. You never knew what could trigger your illness. As such, you now make sure you are always prepared for every eventuality. If you or your party find yourselves in need of a small, non-magical object worth 1 sp or less, you can roll a d20 to see if you might have it somewhere in your bag. If you roll an even number, you find the item you're looking for. If you roll an odd number, you do not find the item.
Suggested Characteristics
Depending on the nature of your illness and recovery, you might have very different attitudes towards life. If you were being cursed or poisoned, you might be led by a desire for vengeance. If you were saved, you might be driven by an immense sense of gratitude. If you have not recovered, you might be driven by a desperation to find a cure. You might live with the constant fear that your illness may return one day and drag you back into a life of emptiness.

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