Duskmourn Survivor Image

You survived on the plane, and in The House, known as Duskmourn. One day, you came across a door and entered it, trapping you in the horrors of The House. Perhaps you were surprised and intrigued by the sudden appearance of a door, where there had been none before. Perhaps you were part of a professional exploration crew, tasked with studying the realm beyond the threshold. Perhaps you were drunk one night, leaning against what you thought was a wall, only to tumble through a sinister door you hadn't noticed. Whatever the manner of your entry into Duskmourn, you quickly had to learn to navigate and survive in a disorienting and extremely hostile environment. The inhabitants, and the hunger of The House itself, tested you relentlessly, requiring you to grow stronger, faster and smarter to survive.

When you finally found an exit from Duskmourn, to your home realm or some new and unknown place, The House had left you with scars and lessons learned. You may be haunted by your memories. Perhaps you developed a strong distrust of others. Maybe you were part of a group of survivors, and you were the only one who survived, leaving you with the trauma of loss and survivor's guilt. Although your memories may become easier to live with, and your trust in others and the world around you may grow, as time passes, you will forever have been changed - for better or worse - by your time in the house of Duskmourn.

 
Skill Proficiencies: Perception, Survival
Tool Proficiencies: Thieves' tools
Languages: None
Equipment: A set of thieves' tools, a set of traveler’s clothes, a pouch containing 10 gp and a piece of otherworldly technology, rolled on the Weird Technology table.
 

Weird Technology

All sorts of electronic and eclectic items had made it into, and was developed inside, the house and plane that is Duskmourn. When you finally exited the nightmare, you brought a piece of weird technology with you. The people of the world where you ended up might not understand what it is that you carry around, but to you it might be precious item, maybe given to you by a deceased friend, or maybe it helped you avoid danger. Maybe you think it is junk and you can't wait to sell it off to some rich collector of curiosities. No matter your relation to the item, you roll on the Weird Technology table to determine your item.

Weird Technology
d8
1 Your choice of a video- or audio cassette tape, containing the last words of someone you knew.
2 A handheld video recording device with 10 minutes of battery life left. Its tape holds clips of scenery on Duskmourn and the appearance of one monstrous denizen of the plane appearing at the end of the recording.
3 A flashlight with 20 minutes of battery life left. The lightbulb is tinted green, making the light it shines a sickly pale green. (The light shines in a 15-feet cone bright light, 10 foot dim light)
4 A formerly possessed toy phone. It does not appear to be malevolent or dangerous anymore. Yet, when you bring the speaker to your ear, you can faintly hear unintelligible whispers coming from the phone.
5 A double-slotted steel toaster. Though its days of serving warm treats are done, one can seemingly sometimes still catch a faint whiff of toasted bread from it.
6 A silver-colored flip lighter, engraved with someone's name and about 1 hour of continual use of lighter fluid left. It can theoretically be refueled with oil.
7 A glitch reader. It has no intrinsic functionality left, as it seems to have been attuned solely to the spirits of Duskmourn. At least it is a spectacularly odd-looking device and might garner interest from people.
8 A chainsaw. Rusty and gummed up with oil and blood, it might yet have served as a makeshift weapon, had it not run out of fuel.
 
Feature: Survivor's Charms

Though you probably are a complete unknown to the people of the world you find yourself in, you have an undeniable air of mystique and capability about you. Though the conservative nobleman might find you a bit too odd for their liking, you find that children, drunks and the downtrodden of society quickly take a shine to you. The lower classes, and eccentric wizards eyeing your weird technology, might be more willing to answer questions and give advice than those of higher standing.

Those seeking a capable and skilled person to assist with a problem will probably take less convincing than some, that you are the person for the job.

 
Suggested Characteristics

These tables, while optional, are well suited to a survivor of Duskmourn, who is learning to function again outside of the house.

d8 Personality Trait
1 I’m haunted by manic laughter that only I can hear, though I know it’s just my mind playing tricks on me.
2 Everywhere was dangerous in Duskmourn, and now I get antsy when staying too long in the same place.
3 My trust is hard-won, but we need each other to survive.
4 I'm a thorough looter and tend to hoard items, as you never know when they might save your life.
5 I take the chance to enjoy being alive, when finally I allow myself a rest.
6 I'm interested in learning about my enemies, so that I might better fight- or avoid them later.
7 I live by a set of rules that I was taught, or came up with, while in The House.
8 I dream of finally settling down in a safe and quiet place.
d8 Ideal
1 Friendship. I never leave a friend behind. (Good)
2 The Greater Good. I do what is necessary for the good of the many. (Lawful)
3 Travelling. I feel safest when I'm on the move. (Chaotic)
4 Egotism. My own survival and well-being is paramount. (Evil)
5 Erudition. Knowledge is one of my greatest assets for survival. (Neutral)
6 Hope. Believing in better times ahead kept me going, and I try to raise the hopes of my allies as well. (Good)
7 Vigilance. Danger could lurk around every corner and I try not to be caught unawares. (Neutral)
8 Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil)
d8 Bond
1 I would never break my word.
2 A warm meal. A comfy bed. The laughter of a friend. I greatly savor the ephemeral joys of life.
3 I don't want other people to experience horrors like I have.
4 A trusted friend is precious and must be protected.
5 I take pride in my prudence and critical thinking.
6 I ache for the feeling of 'home', be it a place or another person.
7 The past is gone, tomorrow is a mystery and today is all that really matters.
8 I will never forget those who helped me survive in The House.
d8 Flaw
1 I suffer from night-terrors and can keep others around me awake with my loud fits.
2 I expect the best from others, and can get angry when someone don't stick to the plan.
3 I can be brutally honest when I think someone has the 'wrong' opinion.
4 I tend to hoard items and am hard-pressed to share of my belongings.
5 No one is inherently trustworthy and I can be cold to new acquaintances.
6 I would much rather run and hide, than step bravely into a hostile situation.
7 Indulging in my vices helps me forget, and there's a lot I need to forget.
8 I’m always changing my mind—well, almost always.
 
Duskmourn Survivor Image

Comments

Posts Quoted:
Reply
Clear All Quotes