You were once an adventurer and have traveled the world accompanying fantastic adventurers in search of gold, glory and fame, but after the years of traveling you retired to live a more restful life. Former adventurers have been out of adventuring for years for a variety of reasons like age, a savage wound, contention within the party or some other reason. Former adventurers are somewhat reluctant to return to adventuring and are usually much older and not as strong or as energetic as they were in their youth. A former adventurer may returnt to adventuring for a variety of reasons, but it usually warrants an important reason. You have a keen eye for things that don't quite fit in since you have dealt with a wide variety of enemies and situations. You're experience with different groups of people has given you a knack for understanding people's of all races. You also have a great understanding of history from your many travels.
- Skill Proficiencies: perception, persuasion, history,
- Equipment: A book of stories of your past adventures, a 10 foot pole, a set of common clothes, and a pouch containing 20 gp.
Former Adventuring Role
To determine your role in your former adventuring party, roll a d8 or choose from the options in the table below.
| d8 |
Former Adventuring Role |
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1
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Tank- Your purpose in your former part was that of protector and defender of the rest of the group.
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2
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Healer-your purpose in your former party was to not only survive but keep the rest of the party alive.
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3
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Bruiser- your purpose in your former party was to get to enemies as fast as possible and take them down quickly and keep them away from other party members.
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4
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Monster Slayer-Your purpose in your former party was to slay large monsters and provide insights into the weaknesses of even the largest monsters.
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5
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Guide- Your purpose in your former party was to guide the party from location to location and help them understand each environment to ensure party safety.
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6
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Investor-in your former party you represented an investment company and followed the party around to make sure and collect a portion of the loot for investors and sponsors.
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7
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Beast of Burden-in your former party you were assigned to haul around the gear of the party from place to place.
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8
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Historian-your role in the adventuring party was to record the events that occurred and write a story about the adventuring party.
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Feature: Memories of the Past
In each town you know the best taverns to visit to find out information about potential quests. In most situations you can recall the names of tavern keepers and workers in cities you visited with your former party as determined by your DM. Older tavern workers are likely to recognize you when they hear your name.
Suggested Characteristics
Former adventurers are not as young or as physically strong as they used to be but they compensate for lack of energy with insightful wisdom and understanding that can give a young party the edge they need to resolve puzzling problems and take down fearsome foes.
| d8 |
Personality Trait |
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1
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I love a good competitive fight. Competitive relationships are perfect to me.
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2
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I've either seen or experienced every creature known to man and I love to tell everyone about it.
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3
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I’ve been on thousands of adventures and I love to tell everyone about them even if I don't remember every detail.
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4
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I have a passion for hunting treasure and fortune. It's the thrill of the chase that excites me even more than actually getting the loot.
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5
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I’m slow to pass judgement on others because of all the people I have known in my life.
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6
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When conflict occurs I prefer to be playful and sarcastic rather than serious. I have seen many battles in my day. Might as well have some fun and enjoy the moment.
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7
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Since I have met so many people in my life I am very forgetful of names, but I always remember faces.
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8
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I always act confident about adventuring techniques even when I don't know how to do something.
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| d6 |
Ideal |
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1
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Knowledge. The most valuable thing you can gain from an adventure is experience. (Neutral)
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2
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Joy. It is best to find joy in the journey. (Good)
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3
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Redemption. A thousand good deeds makes up one bad one. (Lawful)
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4
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Freedom. The best part about being in an adventuring party is you can go wherever you want and do whatever you want. (Chaotic)
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5
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Revenge. Getting back at those who hurt you and ruined your life can only make things better. (Evil)
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6
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Perfection. If you can't do it right, don't do it at all. (Lawful)
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| d6 |
Bond |
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1
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My duty is to my adventuring party. They are my number one priority.
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2
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There is an unexplored dungeon that my party was too afraid to explore. I must go and delve into its secrets.
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3
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I have been resting for far too long and need to get moving again and make something of myself.
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4
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I long to help people and won't turn them down when they need me.
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5
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I lost a precious magical item while adventuring previously and won't stop until I find it again.
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6
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I want to find my former adventuring party and prove to them that I have made something of myself.
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| d6 |
Flaw |
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1
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I am very afraid of traps because I was heavily wounded by one as part of my past adventuring group.
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2
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Even if I know something is wrong I will do it if the rest of the party says it is the right thing to do.
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3
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I am afraid of touching weapons because doing some gives me post traumatic stress from my past adventuring life.
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4
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Once our adventuring party has been formed I will always side against the addition of new party members.
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5
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I can't help but compare my current adventuring party to my former one even if what I say is hurtful.
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6
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If perceive every interaction with a particular race as a trap because of a past experience with my former party.
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