- Skill Proficiencies: Athletics or History and Survival or Perception
- Tool Proficiencies: Cartographer's Tools, Calligrapher's Tools, Navigator's Tools
- Languages: Dwarvish
- Equipment: A staff, a hunting trap, the previous Mole's Logbook, your Logbook, a set of traveler’s clothes, and a pouch containing 10 gp
You've been indoctrinated into the strange labyrinth of tunnels which connect the upper layer of the Underdark with it's above ground world. Most seasoned travelers here get stuck or wander into territory claimed by creatures of all manner of cruelty, but not the Mole. The Mole is tapped into the very rock itself, using various Waystones to commune with the Underdark and determine the best path. Additionally, the Mole has a Logbook which contains the locations of various supply caches, small settlements and the dark secrets the Underdark seeks to hide. The following table describes the motivation behind becoming the Mole:
| d10 | Navigator of the Ways |
|---|---|
| 1 | Path Focused |
| 2 | Trap Focused |
| 3 | Historian |
| 4 | Guide |
| 5 | Treasure Hunter |
| 6 | Smuggler |
| 7 | Merchant |
| 8 | Miner |
| 9 | Preservationist |
| 10 | Exile |
The Mole is never lost, nor does the Mole ever go hungry. Passed down decade to decade, the information which has been refined from Mole to Mole is as near a living encyclopedia as Mardov could hope for. Within it's pages contain every form of edible fungus, plant or animal within the Ways. If the Mole wishes to seek a path to a specific location, he/she may do so by finding a Waystone and casting Commune for free. The range of the Communed area spans the entire system of tunnels so long as that tunnel is attached to the Ways. Some Moles of the past have used this loop hole to hide caches of treasure within the Ways by blocking off the entrances, thus cutting it off from the Underdark. The Mole need only speak the name of the place he seeks to go and like one with a Keen Mind, the information is accessible up to a month from when the inquiry was placed. The Mole may have up to three pathways active at a time. Attempting to replace one of the three before the month ends results in the Mole forgetting the pathway its known the longest. (First in, First out).
Spell List
| Spell Level | Spells |
|---|---|
| 5th | commune with nature |
Must be cast at a Waystone which can be found uncovered by pouring water on the large striations of sandstone which line the Ways and finding the section of wall that reveals the Dwarven Rune for Path which translates to common as "Gahar"
Suggested Characteristics
Each Mole is selected by the previous, though the rules for succession are vague. The only requirement being that the Mole must announce a competition that must be won in order to pass on their position. Should a Mole die, the competition will be replayed and the next Mole is picked from its winner. Often the competition is rigged, however it is always possible for a stranger to take on the mantle should they win. The fierce competition for the position of Mole leads to most of its recipients to be overly competitive, fiercely secretive and all around outlandish compared to most. All of the runework in the logbooks are written in Dwarvish, though there is no rule stating that the Mole must be a Dwarf.
| d8 | Personality Trait |
|---|---|
| 1 | I’m driven by a wanderlust that led me away from home. |
| 2 | I watch over my friends as if they were a litter of newborn pups. |
| 3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to. |
| 4 | I have a lesson for every situation, drawn from observing nature. |
| 5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
| 6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
| 7 | I feel far more comfortable around animals than people. |
| 8 | I was, in fact, raised by wolves. |
| d6 | Ideal |
|---|---|
| 1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
| 2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
| 3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
| 4 | Might. The strongest are meant to rule. (Evil) |
| 5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) |
| 6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
| d6 | Bond |
|---|---|
| 1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
| 2 | An injury to the unspoiled wilderness of my home is an injury to me. |
| 3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
| 4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
| 5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
| 6 | It is my duty to provide children to sustain my tribe. |
| d6 | Flaw |
|---|---|
| 1 | I am too enamored of ale, wine, and other intoxicants. |
| 2 | There’s no room for caution in a life lived to the fullest. |
| 3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
| 4 | I am slow to trust members of other races, tribes, and societies. |
| 5 | Violence is my answer to almost any challenge. |
| 6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |







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