Descent into Avernus

(Nancy Kaufman) #1

FOLK HERO 0RICINS


d6 Origin
You helped get healing for a sick child. Now the sick
come to you, knowing you'll help them find a way to
salvation.
2 You helped break a Guild protection racket afflicting
a community of immigrants in the Outer City. Now,
you can' t travel through that part of the city without
your dozen adopted grandparents inviting you in for
a meal.
3

4

5

6

Seeing a lost patriar after dark in the Outer City, you
guided the wayward noble through back streets to
safety. The patriar repaid your help by paying for im-
proved roofs and lamps in your neighborhood, caus-
ing the entire community to celebrate your deed.
Fueled by alcohol, you faced down a carrion crawler
that slunk out of the sewer, knocking it out with a
single punch. Since then, however, the ale you once
credited with your heroism has drowned it, and even
your most patient admirers are losing hope. You're
hoping for one last chance to win back the goodwill
you've drunk away.
You once defeated a raging bugbear with a hand
mirror, a mounted deer's head, and two kicks to the
groin. Later, you and the bugbear became friends.
Last winter, you dove into the frigid river to haul out
a foundering fishing boat with your bare hands, sav-
ing all aboard. Now, everyone on the docks knows
your name.

that inconveniences a member of the Watch or F laming

Fist, a patriar, or some other wealthy looking individual.


FOLK HE RO ORIGINS


Folk heroes might rise from a variety of circumstances,

or their origins might be a secret as they do their work


anonymously. lfyou wish, you may roll on the Folk Hero

Origins table for an event that started you down your


heroic path.

GUILD ARTISAN
Numerous guilds and professional associations exist in
BaJdur's Gate, covering every imaginable trade and dis-
cipline from gravediggers to moneylenders.

BALDUR's GATE FEATURE:

PROFESSIONAL COURTESY


You're familiar with the city's crews, their territories,
and inter-crew politics. Choose one of the three districts

of Baldur's Gate: the Upper City, the Lower City, or the


Outer City. This is the district where you conduct most


of your business. Whenever you need information about

something in one of that district's neighborhoods, you


can seek out crew members in that a rea and learn the


local gossip. You can also gain unimpeded entry to


nearly any bank, guild hall, place of business. work-

house, or crew meeting place in your district.


HERMIT


While some might think it strange to find hermits in a


bustling city, others know that sometimes the most pro-


found solitude exists in the midst of a crowd. Baldur's
Gate holds a handful of souls who manage to find isola-
tion amid its tumult.

BALDUR'S GATE FEATURE: THE REAL CITY


You know the Baldur's Gate most Baldurians ignore, the

dog-eat-dog world of the homeless and unfortunate. You


know where to go in the Lower City and Outer City for


anonymity. Tn these slums and alley camps, you can get


a damp bed and a bad meal, but also a degree of privacy


and no questions asked. Living here isn't comfortable,

but it's unlikely anyone will find you-and you can stay


as long as you want.


HERMIT ORIGINS


Any numbe r of pe rsonal choices or ill-fated circum·


stances might have led you to turn a way from society.


You may, if you wish, choose or roll an origin event from


the Hermit Origins table.

HERMIT 0RICINS


d6 Origin
You led an ill-fated expedition into the Riverveins.
Your friends were swept away by flooding, and you've
never been able to shake the guilt of causing their
deaths over a frivolous lark. You've maintained a soli-
tary vigil outside the cavern entrance ever since.
2 You crossed the Guild in a bad way. Fortunately, its
members think you're dead. Less fortunately, main-
taining that deception might require you to stay in
hiding until you actually are.
3

4

5

6

You study the puzzles of mortal natures. You've seen
followers of evil deities perform miracles for the
helpless at Twin Songs, and you've seen patriars who
worship good deities turn their backs on the poor
daily. Bearing witness to such things, and meditating
on their contradictions, fills your hours.
You tend to some part of the city's forgotten history:
the unmarked graves in Cliffside Cemetery, the
crumbling remains of dead patriar families' manors,
or a collection of religious texts stuffed into an attic
and forgotten when a believer's patron deity died. In
this solitary work, you've learned secrets no one else
knows.
You killed a patriar's scion in an illegal duel. The fam-
ily swore revenge, and you Aed to the slums rather
than risk bringing their wrath down on your kin.
You aren't originally from Baldur's Gate. You came
here seeking something else, o nly to learn that the
quest that drove you had become impossible to
fulfill-its object was destroyed or its purpose was
negated by some superseding event. Suddenly direc·
tionless and unable to return to your homeland, you
have lingered, adrift, in this wretched city.

BALOUR' S CATE CAZETIE.ER
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