The Stranger (Rotss) Image

You were part of a merchant’s caravan making its way to a bustling port in your homeland, when a multicolored portal appeared, swallowing you and the rest of your caravan. You emerged on a barren coast, a tumultuous sea to your north. Many of the caravan wagons were damaged or lost entirely, having appeared in the hostile waters. You, and the other survivors, made your way along the coastal desert, but all manner of unusual creatures assailed you. Many of your companions died and only a few of you found your way to Nowhere. You joined this community of outcasts and are now a varang. Guided by the town’s seer, you have made a journey west, to the Tower of Kekkell, with the hope that its secrets might help you understand how to return home.

Starting Story Connection

You have lived as well as you can in the town of Nowhere, since finding refuge there after being brought to Grimnir. You work odd jobs or help a more prosperous merchant manage their affairs. You have visited the runethrower at least once and his rune casting is guiding you towards the Tower of Kekkell.

Heroic Tasks

  • The Nature of Portals. Explore the Tower of Kekkell for a clue as to what might have transported you to Grimnir.
  • Find Your Old Caravan. Several important treasures went missing when you arrived in Grimnir. You must find them. Reward. A gem worth 2500 gp, 500 pp, and three uncommon or common potions of your choice and one rare potion of your choice.
  •  Recover a Powerful Item. Your earlier clues will lead you to realize an ancient item must be restored before you may return home. You will recover a piece of the
    item. Reward. From the same secret treasure where you find the magical item you will also recover any one of the following:
    › A frost brand weapon of your choice.
    › A ring of regeneration.
    › A crystal ball of scrying (very rare).

Epic Goal: Open a Portal Home

You must fulfill your dream to open a portal home, either to return there, or to create a bridge between both your worlds. Gift of the Traveler. In any urban location you can live a wealthy lifestyle for a mere silver piece a day. Additionally, once reconnected to your homeland you may retrieve two of the following magic items, representing valuable possessions you were forced to abandon.

  • armor +2 (any light, medium or heavy)
  • dancing sword
  • horseshoes of a zephyr
  • ring of shooting stars
  • rod of absorption (with 10 levels of spell energy)
 
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Vehicle (water)
Languages: One of your choice.
Equipment: A hunting trap, a small knife with your family’s insignia on the pommel, a set of traveler's clothes, and a pouch containing 10 gp
 
Feature: A Newcomer’s Rune ( ᚱ ) & Resourceful

A Newcomer’s Rune ( ᚱ ).  You have been tattooed with a traveler’s rune (ᚱ), given to you by the runethrower of the varang in Nowhere. At certain moments in the story additional runes will be drawn, adding to your story, your abilities, and helping you understand how you might return home.

Resourceful . When visiting an unfamiliar populated area, you can decide to socialize with the locals. If you make a successful DC 15 Wisdom (Insight) check at the end of six hours you can then live a modest lifestyle in that community for only 1 silver piece a day. This location becomes favorable to you as well and any Persuasion, Deception, or Insight checks are made with advantage in this community.

 
Suggested Characteristics

You have a deep longing for your homeland, having either family or friends there that you miss deeply. You would do anything to return home, but you are also aware that doing so requires you to accumulate glory and wealth, so you have the means to find a way. You have also begun to make connections and attachments, likely causing a division in your loyalties.

d6 Personality Trait
1 I have learned to cook many different types of food since arriving here, and I am constantly on the hunt for more.
2 I often daydream of returning home, so much so that I do not always pay attention to what is going on around me.
3 I am enamored of this strange and wonderful place and often take notes of what’s different about this world.
4 These raiders are just like any other—they want things, and they can buy things. I will find a way to survive in this unusual world—and profit!
5 So many of my friends have died since arriving here, but I have survived by keeping my head down and avoiding undue attention.
6 I am intimidated by the raiders, their physical prowess, and their risk-taking confidence, so I feel I must also prove my value.
d6 Ideal
1 Change. Expect the unexpected… I am capable of handling any situation thrown my way. (Chaotic)
2 Charity. I know that no venture succeeds without the help of allies; I ensure that I always give back to the community. (Good)
3 Fairness. I do not cheat or lie in my dealings; I will succeed because of my abilities. (Lawful)
4 Knowledge. I’ll figure out a way to create trade routes between this world and mine; each has so much to offer the other. (Neutral)
5 Greed. These raiders are simple people, I’ll learn a way to exploit them. (Evil)
6 Aspiration. I must find a way home. (Any)
d6 Bond
1 A few of the townsfolk have gone above and beyond to take care of me since arriving and I would do anything for them.
2 I am spreading word of my faith, to keep that connection to my old world alive.
3 I made the mistake of cheating at a game against a raiding captain a few weeks ago; I’ve been avoiding them ever since.
4 Many adventurers have been part of my caravans and I have always idealized them—if I were ever part of such a group, I would do my best by them.
5 I borrowed something from someone who has vanished, and I feel obligated to find them and return it.
6 I live for the game… if I see the right sign in the roll of the dice, I will change all my plans.
d6 Flaw
1 I am too optimistic regarding new information… I will follow even the vaguest of leads.
2 I worry that a portal may appear at any moment to take me to another world. I tend to carry everything important with me whenever I go anywhere.
3 I borrow money to partly pay off debts to others, so I have a complicated web of financial obligations.
4 I dislike getting my hands dirty and will compulsively wash dirt or blood from me.
5 Profit is always important; I always need to come out better in a deal.
6 I don’t trust magic or those who use it.
 
The Stranger (Rotss) Image

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