Disclaimers: This is primarily designed for my own homebrew campaign: Tales of Sylvan (Revised)//Tales of Sylvan (Simplified)//Tales of Sylvan: Rise of 7 Evil Lords on Roll20. If you think this background is adaptable to your own campaign/character, feel free to use and modify accordingly to the setting. The original design is set to be given out as an option for Evil characters, if you are playing as a Good//Neutral character, you can say your character is wrongfully framed for the crime. By default (in-campaign setting), the character's age should be at least 30+ yrs old and its starting level should be at least 5/above; whereas if you are playing a Good//Neutral character, the character's age could be as young as 15 yrs old with a starting level of 1 to 3.
(This background is inspired from Dungeons & Dragons: Honor Among Thieves. If you enjoy playing D&D, why not watch this great movie? Does it follow the rules completely? No. Does it portrait game mechanics accurately? No. But the story is intriguing and the cast have high Charisma! They all rolled crit 20s in Performance, so it Is the finest, in its own series! Go watch the movie and enjoy bits of reference to the actual TTRPG that gave you endless hours of fun and roleplaying!)
You are a wanted fugitive from one of the most secured prisons in this world setting.
For whatever reason in your past, you walked down the path of a criminal and were arrested. You are no ordinary criminal, so you don't go to an ordinary prison. Based on the severity of your crime, your intention, your abilities and feats (on Character Sheet), you have been assigned to either: 1. Desert of Solitude or 2. Unrevealed Prison (Not spoiling anything). You would have been serving for at least 10 yrs/more; however, after living another bad day in the prison (you have survived at least 2 yrs of prison time by now), you have decided to break yourself free from the prison (if you choose to collaborate with some other inmates on your/their escape, you may add 1 of the accomplices in Allies; if you have made yourself a powerful enemy within the prison so that you have to flee for your life, please add the enemy in Enemies)
After all the planning and preparation, you have finally got everything ready. Please, in the simplest terms, add a brief description to your Backstory concerning to your escape. Keep yourself a detailed, separated note of the actual escape and spill your little beans with others during roleplay, bits by bits. In your Backstory, you can work on the crime you have committed, why you dedicated a life of crime, how you were taken down, what life is in the prison, how long you have spent in the prison and what triggers your escape (You can choose to add 1 former assiocate of your crime as Allies).
Notes to other DMs:
Please work closely with your player; study Backstory and Character Sheet carefully so you might run them into your campaign.
If the nature of its crime is at WORLD-ENDING level, determine whether the current character stats and its abilities can truly build up into a catastrophe as narrated.
When it comes to determining which prison the character will be escaping from, please consider what your prison has to offer, how it functions and what type of criminals are sent there. Give some details of one of the disclosed prison to the player as reference.
Allies is a great way to involve players into creating part of the world. Organizations is also a vital part of the world building, if your player chooses to create one, make sure you inform them of the limitations for your own campaign. Enemies is a powerful tool to add twist to the plot, consider it as a gift if the player has the dedication and determination to face one.
- Skill Proficiencies: Your life in prison makes you a better person, some may say it that way.
Skill Proficiencies:
You can choose 2 from the followings: Acrobatics, Athletics, Deception, Intimidation, Sleight of Hand or Stealth - Tool Proficiencies: One of the few merits of living in prison, you get to sharpen your skill in various tools/languages. For every 1 yr you spent in prison, you master either 1 tool or 1 language.
Tool Proficiencies:
You may choose 1 of the following options -
A. 1 of the listed Tool Proficiency and any 1 Language
B. Any 2 of the listed Tool Proficiencies
C. Any 2 Language of your choice - Languages: Please refer to Tool Proficiencies Description.
- Equipment: For spellcasters ONLY, please remove anything that can be used as a spell component (Component Pouch/Spellcasting Focus) from your Class. You can still cast cantrips; you will get the item back later in the roleplay. Apart from that, you don't get equipment from Class as well, you will get weapons and armors back later in the roleplay.
Equipments:
A broken manacles/shackles, a set of prison uniform, a fake identification of your fake identity, a set of common clothes, a pouch of tradable items worth 50 gp, a pouch of fake 50 gp worth 10 gp, a tool you need to escape the prison and a small trinket of any kind that you have made during your time in prison.
Once per day, you gain Advantage when fleeing for your life on your own; or you gain Advantage when you are under investigation/interrogation by guards/any authorized personnels. You can easily locate any places of interest that might be criminally involved in any ways on a map of city/town/village. You can easily access any services any criminals may provide (if you can afford the fee); HOWEVER, you will always be recognised by other criminals and there is always a chance you will be reported to the authority for the bounty. Stay alert after you make contact with any criminals.
(The bounty on your head will increase the longer since your escape/the more crimes you have committed; for every month/every crime committed since your escape, your bounty will increase by 2d20 gp)
Contacts
You can always find a way to make contact with a criminal nearby. You do not know how to contact any prisoners in the prison you escape from. You do not know how to contact other fugitives either.
The art of escaping a prison is how you pull it off and manage to stay away from the bars again for as long as possible!
By studying a map of any city/town/village for an hour, you will be able to figure out the common patrolling routines of guards. Once per day, you gain Advantage on Stealth roll within the city/town/village as long as you are not within any premises; or you gain Advantage on Stealth check against patrolling guards within the city/town/village as long as you are not within any premises. Those advantages do not automatically apply to every other NPCs as you only see guards, officers, bouncers, bodyguards, bounty hunters as your real threats.
Since you have been leaving allies behind more than once and that bad habit has already built up quite a nasty reputation, most criminals despise you, there is a much higher chance that they will report you to the authority if they spot you out from the crowd.
(The bounty on your head will increase the longer since your escape/the more crimes you have committed; for every month/crime committed since your escape, the bounty will increase by 5d20 gp)
Previous Versions
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5/18/2025 6:15:40 AM
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6
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1
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1.0
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Coming Soon
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