So, I am trying to write up an adventure for the DM's Guild, and would like to introduce Backstory "Seeds" to help players generate backstories that connect them to the setting. I have three so far. If you would be so king, I would love not only input on them, but any ideas any of you might come up with.
CHARACTER CREATION
Although players should feel free to bring in pre-existing 3rd-level characters from other adventures, encourage them to create characters specifically for this campaign. You can do this by offering them several “backstory” seeds which include equipment boosts of 300 gold pieces and 2 common magic items of their choice among those listed.
Backstory Seeds
The following “seeds” are thread options players can choose from when creating their characters in an effort to link them more tightly to Deadsnows and the North. These “seeds” are merely optional. The DM and players are encouraged to create other seeds that more their backstory idea(s). The items in bullets below the description are things the character would know based on this “seed” (only give the players the “b” part of the handout when they choose a “seed”).
Student/Servant of the “Wizard” (Handout 1a). Ben is a crotchety old 20th-level wizard, a recluse, an eccentric, and one of the greatest wizards that no one has ever heard of. He is known in a few circles, mostly by those powerful in magic like him, but he does not put himself out into the world, nor does he intervene in worldly affairs. He is mostly content to study, experiment, and teach. His students come to him as referrals from other wizards. Ben even has a few scholars that study under him. All, apprentice and scholar, are treated the same under Ben. They’re afforded their own time for self-study, but when not studying or otherwise engaged they are also expected to assist around the Hall. As an eccentric old man, he is notoriously difficult to work with. He’s not cruel, just absent-minded and seemingly on the edge of senility. As a result, his “servants” have an unwritten rule: whoever Ben sees first is “it” for the day. (See the Chapter X and Appendix A for more information on Benjamin Thann.)
As part of this “seed,” the character gains 300 gp and her choice of two of the following common magic items: an Enduring Spellbook, Hat of Wizardy, Instrument of Scribing, or a Clockwork Amulet.
Student/Servant of the “Wizard” (Handout 1b).
Ben is a “pocket wizard,” a term he coined himself. This means he specializes in creating “pocket” realms in the material plane, akin to very large bags of holding only these can host entire valleys and towns.
Ben has three adopted children, all adult gold dragons— Faurnere (the Queen), Tamdeleg (the Paladin), and Michayel (the Warrior)—one of whom is generally present at any given time. They live in the “greenhouse” next to the Hall.
The orcs in the Nether Mountains respect Ben and sometimes seek him out when in need.
Deadsnows Warden (Handout 2a). Deadsnows folk are a hardy and stalwart bunch, if lacking in luck. The militia is made up predominantly of rangers and fighters, those brave souls who refuse to see Deadsnows fall to the hordes of orcs in the surrounding mountains or the depredation of starvation in the winter. A benefit of this line of work is: though everyone answers to someone—and all Wardens as well as the Militia answer to Captain Havlin (LG male human knight)—the Wardens have almost unquestioned freedom in how they spend their time, as long as their time is spent defending Deadsnows. This means that many spend their time far afield of the town itself, either in the mountains scouting danger, or in the hills and valley hunting game.
As part of this “seed,” the character gains 300 gp and her choice of two of the following common magic items: Boots of False Tracks, Horn of Silent Alarm, Orb of Direction, or a Tankard of Plenty.
Deadsnows Warden (Handout 2b).
Whenever in the mountains surrounding Deadsnows, the Warden knows of a nearby lean-to or cave that is set up with supplies enough for a small party for a night or two and is safe from random encounters. A successful DC 10 Survival check will enable the Warden to find the nearest encampment only 2d12 x 5 minutes away (traveling at a normal pace).
While outside and in the immediate Deadsnows area (DM’s discretion), the Warden has the Advantage on Survival skill checks to navigate.
Uthgardt Tribesman (Handout 3a). You belong to one of the many Uthgardt tribes stretching from the Nether Mountains all the way to the Anauroch. Skirmishes with the orcs are considered normal by your people, as are sightings of blue dragons and other monsters. What is not normal are the stories circulating among the tribes about the Anauroch swallowing whole villages overnight and “desert furies” rampaging among men, killing people by stopping their hearts with a primordial fear. Perhaps you witnessed such happenings firsthand or are just hearing about them. Either way, you’ve been sent by your tribe to ask the “Wizard of the Mountain” for assistance.
As part of this “seed,” the character gains 300 gp and her choice of two of the following common magic items: Boots of False Tracks, Instrument of Illusions, Pole of Angling, or an Orb of Direction.
Uthgardt Tribesman (Handout 3b).
The ruined city of Ascore is an ancient dwarven settlement, one of the wonders and mysteries of the north. It is currently part of the ancient blue dragon Iymrith’s territory, watched over by two of her offspring. If available, allow the player to read the Ascore entry in “Chapter 3: the Savage Frontier” of Storm King’s Thunder (including the Suggested Encounter entry).
Foreign Adventurer (Handout 4a). You may be new to Deadsnows, but that won’t hold you back. You hear this may some of the deadliest land in all of Faerûn, and that means two things to you: wealth and glory!
As part of this “seed,” the character gains 300 gp and her choice of two of the following common magic items: a Charlatan’s Die, Cloak of Many Fashions, Clothes of Mending, or a Rope of Mending.
Foreign Adventurer (Handout 4b).
Being a well-travelled adventurer has its perks. Whenever there is a need to know something about the North (DM’s discretion), there is a 25% chance that once per day the Foreign Adventurer gains an Advantage the application skill check. This chance refreshes only after a long rest.
Deadsnows Hopeful (Handout 5a). Deadsnows has always been your home. That’s not necessarily something to celebrate, however. It’s a dreary place, full of desperate people too scared to move on without the courage to defend what’s theirs. If only someone from the Icespears would return to lead Deadsnows. Well, perhaps someone should get off their laurels and go out and find out where that family disappeared to…and that person might as well be you, damn it!
As part of this “seed,” the character gains 300 gp and her choice of two of the following common magic items: a Candle of the Deep, Lock of Trickery, Orb of Time, or a Tankard of Plenty.
Deadsnows Hopeful (Handout 5b).
You know things about Deadsnows, things that most people suspect but are hesitant to talk about. Like the fact that Kerri, over at the Vanderhouse, runs what constitutes the criminal underbelly of Deadsnows.
Deadsnows is a small community. Everyone knows everybody. There is a 25% chance that once per day the Deadsnows Hopeful gets an Advantage on any social skill check when dealing with someone from Deadsnows.
I like the idea, but I actually think it would be better, instead of giving players two common magic items of their choice for picking one of these backstories, it would be better to award them specific magic items that thematically match each seed. I feel like that would be a good way to motivate players to pick a specific seed... maybe they struggle to decide which option is best for their character but one comes with, say... a charlatan's die that they can use to cheat at games of chance, so that could help them settle on a specific seed.
I really like the idea! You could also give the student/wizard a special cantrip (not game breaking but thematically fitting). This is due to “Ben” being a level 20 wizard who would be able to create his own high level spells. Also, there has to be some reason they would leave some place like that. I would imagine that in that setting it would be hard to leave a good situation like that.
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So, I am trying to write up an adventure for the DM's Guild, and would like to introduce Backstory "Seeds" to help players generate backstories that connect them to the setting. I have three so far. If you would be so king, I would love not only input on them, but any ideas any of you might come up with.
CHARACTER CREATION
Although players should feel free to bring in pre-existing 3rd-level characters from other adventures, encourage them to create characters specifically for this campaign. You can do this by offering them several “backstory” seeds which include equipment boosts of 300 gold pieces and 2 common magic items of their choice among those listed.
Backstory Seeds
The following “seeds” are thread options players can choose from when creating their characters in an effort to link them more tightly to Deadsnows and the North. These “seeds” are merely optional. The DM and players are encouraged to create other seeds that more their backstory idea(s). The items in bullets below the description are things the character would know based on this “seed” (only give the players the “b” part of the handout when they choose a “seed”).
Student/Servant of the “Wizard” (Handout 1a). Ben is a crotchety old 20th-level wizard, a recluse, an eccentric, and one of the greatest wizards that no one has ever heard of. He is known in a few circles, mostly by those powerful in magic like him, but he does not put himself out into the world, nor does he intervene in worldly affairs. He is mostly content to study, experiment, and teach. His students come to him as referrals from other wizards. Ben even has a few scholars that study under him. All, apprentice and scholar, are treated the same under Ben. They’re afforded their own time for self-study, but when not studying or otherwise engaged they are also expected to assist around the Hall. As an eccentric old man, he is notoriously difficult to work with. He’s not cruel, just absent-minded and seemingly on the edge of senility. As a result, his “servants” have an unwritten rule: whoever Ben sees first is “it” for the day. (See the Chapter X and Appendix A for more information on Benjamin Thann.)
As part of this “seed,” the character gains 300 gp and her choice of two of the following common magic items: an Enduring Spellbook, Hat of Wizardy, Instrument of Scribing, or a Clockwork Amulet.
Student/Servant of the “Wizard” (Handout 1b).
Deadsnows Warden (Handout 2a). Deadsnows folk are a hardy and stalwart bunch, if lacking in luck. The militia is made up predominantly of rangers and fighters, those brave souls who refuse to see Deadsnows fall to the hordes of orcs in the surrounding mountains or the depredation of starvation in the winter. A benefit of this line of work is: though everyone answers to someone—and all Wardens as well as the Militia answer to Captain Havlin (LG male human knight)—the Wardens have almost unquestioned freedom in how they spend their time, as long as their time is spent defending Deadsnows. This means that many spend their time far afield of the town itself, either in the mountains scouting danger, or in the hills and valley hunting game.
As part of this “seed,” the character gains 300 gp and her choice of two of the following common magic items: Boots of False Tracks, Horn of Silent Alarm, Orb of Direction, or a Tankard of Plenty.
Deadsnows Warden (Handout 2b).
Uthgardt Tribesman (Handout 3a). You belong to one of the many Uthgardt tribes stretching from the Nether Mountains all the way to the Anauroch. Skirmishes with the orcs are considered normal by your people, as are sightings of blue dragons and other monsters. What is not normal are the stories circulating among the tribes about the Anauroch swallowing whole villages overnight and “desert furies” rampaging among men, killing people by stopping their hearts with a primordial fear. Perhaps you witnessed such happenings firsthand or are just hearing about them. Either way, you’ve been sent by your tribe to ask the “Wizard of the Mountain” for assistance.
As part of this “seed,” the character gains 300 gp and her choice of two of the following common magic items: Boots of False Tracks, Instrument of Illusions, Pole of Angling, or an Orb of Direction.
Uthgardt Tribesman (Handout 3b).
Foreign Adventurer (Handout 4a). You may be new to Deadsnows, but that won’t hold you back. You hear this may some of the deadliest land in all of Faerûn, and that means two things to you: wealth and glory!
As part of this “seed,” the character gains 300 gp and her choice of two of the following common magic items: a Charlatan’s Die, Cloak of Many Fashions, Clothes of Mending, or a Rope of Mending.
Foreign Adventurer (Handout 4b).
Deadsnows Hopeful (Handout 5a). Deadsnows has always been your home. That’s not necessarily something to celebrate, however. It’s a dreary place, full of desperate people too scared to move on without the courage to defend what’s theirs. If only someone from the Icespears would return to lead Deadsnows. Well, perhaps someone should get off their laurels and go out and find out where that family disappeared to…and that person might as well be you, damn it!
As part of this “seed,” the character gains 300 gp and her choice of two of the following common magic items: a Candle of the Deep, Lock of Trickery, Orb of Time, or a Tankard of Plenty.
Deadsnows Hopeful (Handout 5b).
C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."
I like the idea, but I actually think it would be better, instead of giving players two common magic items of their choice for picking one of these backstories, it would be better to award them specific magic items that thematically match each seed. I feel like that would be a good way to motivate players to pick a specific seed... maybe they struggle to decide which option is best for their character but one comes with, say... a charlatan's die that they can use to cheat at games of chance, so that could help them settle on a specific seed.
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I like your idea about making the magic items part of the background seed. Thanks! Your post also inspired more ideas for other seeds. 😁
C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."
I really like the idea! You could also give the student/wizard a special cantrip (not game breaking but thematically fitting). This is due to “Ben” being a level 20 wizard who would be able to create his own high level spells. Also, there has to be some reason they would leave some place like that. I would imagine that in that setting it would be hard to leave a good situation like that.