"Explore this brutal land according to your own free will, or follow signs the Gods give you to fulfill your destiny!"
You were once the greatest roadie in the world. During one concert, a fellow roadie noticed one of the entertainers dancing on a part of the set way up high, putting their own life at risk. After rushing to discreetly save them, part of the set collapsed and you died from being crushed - or so it seemed. A few drops of your own blood fell onto what turned out to be a magical amulet, and teleported you, possibly through time or across several planes back to a mythological multiverse of swords and sorcery, of dungeons, of dragons.
Upon entering this realm, after awakening in a foreign Temple, something supernatural began to stir deep within your soul - your true nature emerged from within, eventually altering your appearance and overtaking your memories. Hooded followers of the Gods of this world cared for you until you regained your strength and stamina, teaching you their tongue along the way. Once you were back on your feet and able, these acolytes sent you out into the realm with one commandment,
Talk to strangers and solve their problems with your steel. Doing so pleases the Gods.
Soon, the world from whence you came was nothing more than fleeting dreams. The only evidence of your former life is the amulet which must have brought you here (now seemingly cold and lifeless), and the innate skills you trade across this fantasy world, where the possibilities are limitless.
- Skill Proficiencies: Stealth, Performance
- Tool Proficiencies: Smith's Tools, Tinker's Tools, or a musical instrument.
- Languages: One of your choice.
- Equipment: One wearable trinket of special significance; a musical instrument (gifted to you during your time in the Temple); a belt pouch with 15 GP; a backpack and a bedroll, a set of Traveler's clothes.
"A good roadie knows his whole job is to make someone else look good, keep someone else safe, help someone else do what they were put here to do. A good roadie stays out of the spotlight. If he's doing his job right, you don't even know he's there. Once in a while he might step on stage just to fix a problem, to set something right. But then before you even realize he was there or what he did, he's gone.” — Eddie Riggs
Roadies, with ninja-like reactions and movements, are multi-talented in a variety of skills to help support and smooth out any problems. In the darkness, you’ll spot Roadies, hurrying around, performing maintenance, fastening loose cords or cables, even fetching water for the thirsty party. They’re the hidden gems for every situation, and no party should ever go without a trusted Roadie on the team.
Roll on the Gig-to-Gig Table for your background-specific description. And then take all of them anyway (unless you roll a 1. If you roll a 1, you're a self-important d-bag more interested in flaunting a title).
That's the life.
| d7 | From Gig to Gig |
|---|---|
| 1 | An Outdated Term - “Anyone can be a Roadie - Ugh what a derogatory term. Everyone else is generally working very hard to fulfill their role of tour manager, sound engineer, light tech, stage manager, instrument tech, or merchandise manager. These individuals make everything possible for the performers every night.” |
| 2 | Insanely Long Hours - From 16 - 20 hour days, waking up early, and going to bed late... It's all part of the life. And 100% worth it! |
| 3 | Get Used to Roughing it - Unless working for an A-list party, most roadies are not living the high life, sleeping in luxury, and travelling with personal escorts. Roadies typically find a modicum of comfort on the floor of a shared room, or in the back of a crowded wagon. Life of a roadie offers minimal privacy and maximum mess. "Good luck not getting sick." |
| 4 | A Good Reason for Putting Up With it All - Many say they love the life so much that they can’t imagine any other field. Some roadies get into it because they love traveling all over the world, seeing new places, and meeting new people. “For as long as I can remember, I have always wanted to this job!” |
| 5 | Relationships? Now, That's a Big Challenge! - Being a roadie is a lifestyle rather than just a job. Because travel is so frequent for work, roadies often struggle to maintain relationships with loved ones. Magic and wizardry has made keeping up with family, friends, and significant others easier, but it can still be quite a cost. |
| 6 | One More Horror Story From the Road - Whether it’s an unscrupulous cheater, a lame horse, a cart breaking down, or driving through dangerous winter storms, roadies probably have at least one horror story. “Most bad days are due to either bad communication or a lack of understanding that we just want simple comforts: a clean bath and towels, a safe place to lay our heads, and good food." |
| 7 | Here to Work, Not Just Hang Out - Achieving a balance between being professional and having fun is harder on the long road. “Working, living and traveling with your party... I’m there to get a job done, and when it’s done, I love to hang out. Some folks I’ve seen definitely can go to either extreme, but it’s like everything else in life - finding your own personal balance." |
"Listen up! In honor of you guys, we're calling this new army 'Ironhead'... with an 'E' on the end, so people know we're not messin' around." - Eddie Riggs
You have a reliable and trustworthy contact who acts as your liaison to Ironheade, and as your sherpa in this realm. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, caravan masters, and sailors who can deliver messages for you.
Choose the companion who influenced you the most, or roll 1d8 once on the Companions table.
Your friend comes with benefits:
- Disguised as a Druid, your first ally and love interest brought you to the Temple, which nursed you back to health. This druidic impostor then infiltrated the Temple in search of a mighty weapon with tremendous strength, before absconding into the night.
- Feature: Sanctuary of Sin.
- Having been nursed back to health by the acolytes, you command the respect of those who shared with your their faith, and you can perform the religious ceremonies of that deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of that faith, though you must provide any material components needed for spells. Those who share the same religion will support you (but only you) at a modest lifestyle.
- You might also have ties to a specific temple dedicated to that same chosen deity or pantheon, and you have a residence there. This could be the temple where you were cared for, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
- Feature: Sanctuary of Sin.
- Lars is the big brother of Lita, and the leader of Ironheade, the resistance against a Big Bad and their army of Lesser Baddies. Lars wields the blade 'Battle Cry', once owned by a legendary warrior.
- Feature: Tour of Destruction.
- Having served with Lars and Ironheade, you know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in chapter 8 of the Player’s Handbook).
- Feature: Tour of Destruction.
- Lita is the younger sibling of Lars, the leader of the Ironheade. She accepts you as an ally in the resistance movement against the Big Bad (despite her suspicion of you the day you arrived in this realm).
- Feature: Honor. Freedom. Glory. Metal.
- Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your life on the long road.
- You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Inn keeps, bartenders, and merchants, to name a few, might be interested in hearing about your adventures.
- Feature: Honor. Freedom. Glory. Metal.
- Mangus is an Ironheade engineer and ally of yours. He also acts as a roadie, helping set up camp before battles.
- Feature: Deliver the Metal.
- From your time spent with Mangus, you retain connections with artisans, suppliers, and other merchants. You can call upon these connections when looking for items or information.
- Feature: Deliver the Metal.
- The Kill Master is a horse-riding outlander mystic who lives at the top of a mountain and has the power to heal his allies.
- Feature: Kill Master's Mercy.
- You have an excellent sense of direction and a memory for geography, and you can always navigate through the wilderness (finding and following nature trails) and you can recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
- Additionally, The Kill Master was known for leaving bundles of rations hidden throughout the lands. These typically consisted of dried fruits, cured meats, nuts and seeds, and the occasional small number of dried Goodberries. You may spend 2 hours during a long rest searching for these bundles. Whenever you discover such a bundle, roll 1d8 once to see how many Goodberries are found within. The number of Goodberries is equal to the result of the roll. On an 8 there is enough rations to feed you and your companions, while rolling a 1, you discover that the entire bundle is spoiled).
- Feature: Kill Master's Mercy.
- The Baron is the leader of a group of pyromaniac horse-riding mercenaries. He is an ally of yours and Ironheade.
- Feature: A Number of the Beasts.
- People recognize you as an ally of The Fire Barons, and they’re weary of drawing your anger or ridicule, lest The Fire Barons set their homes or business on fire. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing.
- Feature: A Number of the Beasts.
- Rima is the queen of the a group of female warriors who ride Beasts into battle. She is an ally of Eddie Riggs and Ironheade.
- Feature: Regret's Infinite Mire.
- Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
- Feature: Regret's Infinite Mire.
- Kage is a Tavern Bouncer, and ally of yours and Ironheade. He admits to having problems retaining employment (because he tend to use excessive force). You've helped him calm his temper and improve his focus.
- Feature: Oh man! F*ck those f*cking f*cks!
-
Having helped Kage with his temper and focus, he has claimed that he is forever in your debt. As a result, you have access to a secret network of bouncers who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such bouncers, who can provide you with access to a hidden Tavern cellar or a discreet bawdy house, including free room and board, or assistance in finding information. These bouncers never risk their lives for you or risk revealing their secret network.
-
- Feature: Oh man! F*ck those f*cking f*cks!
Suggested Characteristics
“The powerful music of the past, you almost made us forget it. Almost. Today we shall hear it again, the music of the free people. From the singing of our blades through your flesh, to the pounding of our fists into your skull. For the honor of Bladehenge, for the freedom of its people, and for the glory of its METAL!” — Lars Halford
Roadies dream of the days when the metal was pure, so they tend to have intense, virtuosic, or powerful personalities. They’re inclined toward the multiple parallels that exist between what metal idealizes, and the Romantics - the rejection of the precepts of order, calm, harmony, balance, idealization, and rationality. Roadies often cling to high-minded ideals about the art and the appreciation of beauty - the emphasis of the individual, the subjective, the irrational, the imaginative, the personal, the spontaneous, the emotional, the visionary, and the transcendental.
| d8 | Personality Trait |
|---|---|
| 1 | From Humble Beginnings: I am content to stay in the shadows. |
| 2 | You Say You Want a Revolution? I am an efficient and capable leader. |
| 3 | To the Slaughter: I would stop at nothing to avenge my friends. |
| 4 | The Downfall. I know when it's time to be serious. |
| 5 | Fists Shall Fall: I have a good sense of justice. |
| 6 | March to Impalement: I am a friendly and good advisor. |
| 7 | Exploited in the Bowels of Hell: I'm sorry, was that too intense? |
| 8 | Brutal Legend. I am the "greatest Roadie of all time." |
| d6 | Ideal |
|---|---|
| 1 | Naturalism. I rely on the beast within over reasoning. (Chaotic) |
| 2 | Anti-rationalism. I have a distrust of justification, rules, laws, public morals and arbitrary versions of abstract theory. (Neutral) |
| 3 | Elitism. Manifested in both my quest for the hardest and heaviest music possible, and the tiered layers of importance signaled through what band is on my shirt (Lawful) |
| 4 | Occultism. Has been with me from my early days, both through the horror and religion-inspired metaphysical explorations and the creation of epic, spiritual mythology. (Evil) |
| 5 | Transcendentalism. I believe in the inherent goodness of people and nature, and while society and its institutions have corrupted the purity of the individual, people are at their best when truly "self-reliant" and independent. (Good) |
| 6 | Heavy-Metalism. My most simple and virtually universal quest is the celebration of the party without limits. (Any) |
| d6 | Bond |
|---|---|
| 1 | There is something special about metal. Those who work metal in the battlefield with their pals don’t need to be told: you help create an incredible bond that extends beyond your own circle. |
| 2 | The sounds of metal have played a significant role in quests since the beginning of time, adding to the emotional effect of both quests, and their Party's high engagement in those very quests. |
| 3 | It's good for mental health! Roadies convert the energy and vibes from music into physical activity (battle) that can help process those emotions in a healthy way. As long as I'm enjoying it, it's probably good for me! |
| 4 | Many warriors prefer metal over all else as it can provide quite the energy boost, allowing them to push themselves harder to accomplish their goals. |
| 5 | I service society by rocking. I'm out there on the front lines liberating the people. |
| 6 | I don't wanna hang out with sellouts. I'm gonna form my own party. We're gonna start a revolution. And the rest will be a funny little footnote on our epic a**es! |
| d6 | Flaw |
|---|---|
| 1 | I can be immature at times. |
| 2 | I am almost always sarcastic and snarky. |
| 3 | I like to eat. Is that such a crime? |
| 4 | I often have a hangover. Who knows what that means? |
| 5 | I'm a hard-a**. And if someone gets out of line, I got no problem smacking them in the head. |
| 6 | I'm not hardcore unless I live hardcore. |
Contacts
You have access to people and places the masses generally do not have, for you and your traveling companions. Seedy merchants, dive bars, bawdyhouses to name a few, might draw an interest from some of your party members. While you may not directly know these contacts, you always know someone, who knows someone, who knows someone. And that is the someone to know. That someone can often locate the venue, the merchandise, or the companionship not often found or discussed in reputable places. At such a place, you may have access to various rarities (discuss with your DM what those might be).
| d8 | Contact |
|---|---|
| 1 | Your first ally and love interest - Feature: 'Sanctuary of Sin' |
| 2 | Lars - Feature: 'Tour of Destruction' |
| 3 | Lita - Feature: 'Honor. Freedom. Glory. Metal.' |
| 4 | Mangus - Feature: 'Deliver the Metal' |
| 5 | The Kill Master - Feature: 'Kill Master's Mercy' |
| 6 | The Baron - Feature: 'A Number of the Beasts' |
| 7 | Rima - Feature: 'Regret's Infinite Mire.' |
| 8 | Kage - Feature: 'Oh man! F*ck those f*cking f*cks!' |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/21/2021 4:49:23 PM
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7
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1
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11/21/2021 6:56:24 PM
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7
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1.2
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11/21/2021 7:35:02 PM
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10
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2.0
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11/23/2021 4:19:42 PM
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12
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2.1
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11/23/2021 4:48:51 PM
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21
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3.0
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Coming Soon
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