Descent into Avernus

(Nancy Kaufman) #1

CRIMINAL ORIGINS


d8 Origin
You crippled a Guild kingpin's cousin without real·
izing the connection. You got the Guild to back off
demands for your death by offering to make amends
by working for the criminals, but even so the kingpin
still plots a personal revenge.
2 The Guild took over your family business, ran it into
the ground, and burned the building for insurance
money. You were driven into crime yourself, but
you'll never work for the Guild. You take special joy in
hitting its targets first, tipping off its con victims and
otherwise frustrating its schemes.
3 It's always been about money. You're not paid what
you're worth, working for someone who has more
than they deserve. But the Guild offered you a way to
fix that. You keep doing what you've always done-
guard work, dock labor, business accounting-but
what you learn you pass on to the Guild.
4 The inequality ofBaldur's Gate has driven you to take
matters into your own hands. You steal from patriars
and rich Lower City residents, funneling the money
through charitable fronts to help the needy.
5 You got into crime as a bored patriar looking for ex-
citement. Your family has no idea of your activities,
and neither does the Guild. If either of them ever
finds out, your life as you know it will be over.
6 A close friend or relative joined the Guild and van-
ished mysteriously. You've worked your way into the
lower ranks hoping to find out what happened to
them.
7 You've always wanted to be a member of the Guild.
As a child, you looked up to the Guild members'
swagger, their flashy dress, and their competence,
which all marked them as different from the other
adults you knew. As soon as you could, you joined
the organization.
8 To you, this is just a way to earn a living. You go to
work, do what needs to be done, and get paid. Any-
one who pursues crime for thrill-seeking, to strike
back at unjust authorities, or anything else are ama-
teurs, and they're liable to get you arrested or killed
with their idiocy.

someone of an occupation or social class that frequents


the establishment. This contact is delighted to talk with


you, and to listen.


FACELESS (NEW BACKGROUND)


Being who you are, you could never be a hero. Whether


due to your class, your people, your family, or your


sins, something about you prevents you from effectively


pursuing the path you've chosen. Even so, that doesn't


stop you. You've left your old face behind, taking on a


new persona, becoming something more.


Characters with the faceless background don a dis-


guise-literally or otherwise-as they adventure. This


persona might be dramatic or subtle. In a way, though,


many characters have such larger than life personali-


ties. Therefore, this background largely focuses on de-


tailing the hero behind the mask.


Skill Proficien cies : Deception, Intimidation


Tool Proficiencies: Disguise kit


Languages : One of your choice


Equipment: A disguise kit, a costume, a pouch con-


taining 10 gp


FACELESS PERSONA

A faceless character adventures behind the mask of a


public persona. This persona is as natural to them as


their hidden, true face, but it disguises their identity.


Roll on the Faceless Persona table to determine your


persona, or work with the DM to create a persona


that's unique to your character and suits the tone of


your game.


BALDUR' S GATE GAZETTEER
Free download pdf