Forsaken Image

Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken.

 
Equipment: The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Bards begin without an instrument.

Clerics begin having memorized spells for the day. They do not have their holy symbol or any material components however.

Druids also begin having chosen all their spells for the day.

Sorcerers, Warlocks, and Wizards do not have their spell books, material components, familiars (if summoned by find familiar) or arcane foci. Wizards, however, begin with a full selection of memorized spells from before their incarceration.

 
Feature: Villain

You a villain.

 
Suggested Characteristics

All races in the Player's Handbook are permitted, and other races may be allowed with the Dungeon Master's approval.

Certain races that will be more difficult to play in this campaign. Extremely unusual or monstrous races are likely to be troublesome. PCs of those races may find themselves uninvolved in certain parts of this campaign. The PCs after all are on a secret mission to infiltrate and destroy Talingarde. It will be more difficult to infiltrate anything if you are travelling with a dragonborn, minotaur, or goblin for example. Tread carefully with these choices.

Every character must be lawful neutral, lawful evil, neutral or neutral evil. Of those four alignments, lawful evil is definitely the preferred choice. At the Game Master’s discretion, lawful evil may be the required alignment.

There is a further requirement and it is something of an intangible quality. At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.

d20 Flaw
1 Arson: Punishment: Death by burning. Benefit: When you roll damage for a spell or weapon that deals fire damage, you can treat any 1 on the damage die as a 2.
2 Attempted Murder: Punishment: Death by beheading. Benefit: You gain proficiency in Intimidation.
3 Blasphemy: Punishment: Death by burning. Benefit: You gain proficiency in Religion.
4 Consorting with the Dark Powers (Witchcraft): Punishment: Death by burning. Benefit: You gain proficiency in Arcana.
5 Desecration: Punishment: Death by burning. Benefit: You gain proficiency in Religion.
6 Desertion: Punishment: Death by hanging. Benefit: You gain proficiency in History.
7 Dueling unto Death: Punishment: Death by beheading. Benefit: You gain proficiency in Intimidation.
8 Extortion: Punishment: Life at hard labor in the salt mines. Benefit: You gain proficiency in Intimidation.
9 Forgery: Punishment: Life at hard labor in the salt mines. Benefit: You gain proficiency in Deception.
10 Fraud: Punishment: Life at hard labor in the salt mines. Benefit: You gain proficiency in Deception.
11 Grave Robbery: Punishment: Death by beheading. Benefit: You gain proficiency in Medicine.
12 Heresy: Punishment: Death by burning. Benefit: You gain proficiency in Religion.
13 High Theft: Punishment: Life at hard labor in the salt mines. Benefit: You gain proficiency in Sleight of Hand or with Thieves' Tools (choose one).
14 High Treason: Punishment: Death by drawing and quartering. Benefit: You have advantage on saving throws against being frightened.
15 Kidnapping: Punishment: Death by beheading. Benefit: You gain proficiency in Intimidation.
16 Murder: Punishment: Death by beheading. Benefit: When you score a critical hit, you may roll one of your damage dice an additional time and add it to the extra damage of the critical hit.
17 Piracy: Punishment: Death by hanging. Benefit: You gain proficiency in Deception or Intimidation (choose one).
18 Sedition: Punishment: Death by beheading. Benefit: You gain proficiency in Deception or Persuasion (choose one).
19 Slave-Taking: Punishment: Death by beheading Benefit: When you make an Athletics check to grapple, you are considered proficient in Athletics. If you are already proficient in Athletics, you may add double your normal proficiency bonus to the check.
20 Slave Trading: Punishment: Death by beheading. Benefit: You gain proficiency in Persuasion.
 
Forsaken Image

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