Saturday 12 July 2014

Player Background: the Mariner

(Note:  This background was created using the backgrounds released in the Basic Rules as a guideline.  It was designed with that rules set in mind, and may conflict with the Player's Handbook when it is eventually released.)

Mariner

You have sailed the seas of the world, walking across the rolling decks of a fat merchantman or an oared galley.  Maybe you were an honest sailor, moving goods from port to port.  Maybe you were a member of one of the navies of the world.  Or maybe you were a pirate or smuggler, one who sailed the dark seas for personal profit.  Whatever your background, you have the sailor's superstitions and prejudices, and when you look across the bow and see an angry storm approach, a cold chill inevitably grips your spine.  Still, for all the fears a sailor faces, you meet them head on, for you have seen much of the world and know that your only master is the fickle wind.  

When you choose this background, work with the GM to figure out where you've been, and what you've seen.  Determine what ships you've served on, and maybe what sort of ship's trade you belonged to (carpenter, ship's cook, navigator, officer, etc).  You are probably no longer a member of a ship's crew - what prompted you to try your hand at adventuring?  Do you long for a return to the sea?  

Skill Proficiencies:  Acrobatics, Athletics
Tool Proficiencies:  one set of Artisan's tools (your choice) OR Navigator's tools; Vehicles (Waterborne)
Equipment:  A well-used hatchet or knife for cutting rope, salt-encrusted sea clothes, a rolled-up rope hammock, a small chest "foot locker" with a poor lock, a bottle of rum, a belt pouch with 10 GP.

Service Background

Not all mariners are created equally.  Some are fierce pirates, while others are disciplined navy men or marines.  While all tend to be physically fit and have a good pair of "sea legs", what ends those skills are used towards differs wildly.  Choose or roll on the table below the background event that lead to your marine career.

Background Event (d8)

  1. Explorer:  You served on an exploration vessel, charting unknown islands and reefs.  
  2. Fisherman:  You worked as a crew or captain of a small fishing boat, returning home with the bountiful rewards of the sea.  
  3. Marine:  You were a soldier on a large warship who specialized in boarding enemy ships in the heat of battle.
  4. Merchant:  You worked on a fat galley, moving goods honestly from port to port and (hopefully) turning a tidy profit.  
  5. Navy:  You were a member of a nation's navy, serving on a warship or transport galley in service of queen and country.  
  6. Pirate:  You were a rogue/scourge of the seas, attacking shipping lines for personal profit.  Optionally, you could have been a privateer, a so-called "legal pirate" attacking enemy shipping with a letter of marque.  
  7. Rower:  You served as an oarsman on a galley of some sort.  
  8. Smuggler:  Under cover of darkness, you moved goods from one locale to the next, avoiding laws, tariffs, and taxes for personal gain.  

Feature:  Skilled Sailor

You have many maritime friends, and your "sailor's brogue" instantly marks your aptitude.  Sailors, even from enemy nations, feel an instant bond of recognition with you, and in times of peace will buy you drinks expecting nothing more than a friendly ear and an exaggeration of past exploits.  Because of your skills, you can always get free passage on any ship, so long as you work as part of the crew - though any companions you may bring along might just have to pay their own way.

Suggested Characteristics

All mariners have found themselves at the mercy of the winds, and this tends to influence their personality - most have a streak of fatalism and a healthy dose of superstition.  Mariners, even the most chaotic and violent of them, are fond believers in traditions, with each ship and nation having their own bizarre (but useful) ship rituals.

Personality Trait (d8)

  1. I'm foul-mouthed, and pepper my language with curses.
  2. I believe very strongly in discipline.
  3. I find "land-lubbers" to be annoying gnats, and always find myself talking down when I'm forced to deal with them.
  4. I use specialized terms for everything I do, often speaking in acronyms and jargon that leave outsiders flummoxed.  
  5. There's nothing better than a bare-knuckled bar brawl!
  6. I hate port authorities and taxes, and feel it is my duty to avoid them.
  7. I have very strong opinions on pretty much everything, and challenge those who disagree.
  8. I know life is unpredictable, but I try and mitigate chance whenever possible.  

Ideal (d6)

  1. Teamwork.  The crew is stronger than the sum of its individuals.  I always help out those next to me (good).  
  2. Disciplined.  I believe in a command hierarchy and do my best to work within it (lawful).  
  3. Carpe Diem.  Life is unpredictable - I should live it to the fullest as I could be dead tomorrow (chaotic).  
  4. Selfish.  I will use my skills to take what I want from those weaker than me (evil).
  5. Curiosity.  I want to see what the next island chain is like.  I love exploring the world (neutral).
  6. Pride.  I'm rightfully proud of myself and the crew I work alongside (any).    

Bond (d6)

  1. I go down with my ship.  I don't believe in retreat.
  2. I once served with a great ship's mate, and he instilled in me the belief that leaders should always look out for their charges.  
  3. Anyone who mocks my ship or companions is going to get a fistful.
  4. Money is to be spent.  It never lasts long in my pocket.  
  5. The person who taught me my marine trades is still alive, and I would do anything for her.  
  6. I love telling people about where I've been, even if they don't seem to care.  


Flaw (d6)

  1. I get uncomfortable in "respectful company" and have a serious lack of manners and etiquette.
  2. I believe in many superstitions, and am terrified of breaking their rules even when doing so is dangerous or inconvenient.  
  3. I am terrified of drowning, and would rather die than see my head plunge below water.  I do not know how to swim.  
  4. I love getting tattoos, and have one for every port I've visited.  Unfortunately, they tell a lot about me as a person, and get me into trouble.  
  5. I have a fondness for strong drink, and usually have to be dragged out of every tavern I pass.
  6. I am a bad gambler.  I believe in Lady Luck - but she does not believe in me.    

Things to Come...

In the very late 1980s, TSR inc., then-publisher of Dungeons and Dragons, did an incredible thing - they released a magazine.  The magazine, titled Dungeon, was a companion-piece to their very popular Dragon magazine.  For those that do not know, Dragon magazine was the premiere D&D magazine, catering to players, GMs, and rules-tinkerers alike.  It was a game magazine filled each month with ideas and modifications to everyone's favourite role-playing game.  

Unlike Dragon, however, Dungeon would have a considerably narrower focus.  It was dedicated entirely to adventures - a treasure trove of modules and adventure ideas  for the harried Dungeon Master.  Over its twenty-odd years of publication, it has released adventures ranging from mind-boggling tesseract dungeons to insane circus carnivals, from angry orc hordes to confused flumphs trapped in a box.  Like its sister publication, it is a magazine that has helped shape the hobby.

Dungeon has changed formats, now available only online in a paid-subscription module.  Some people, myself included, believe it is currently only a shadow of its former self.  

This blog is an attempt to bring back the spirit of Dungeon magazine.  Its goal is to release a short adventure every week.  GMs can use the information herein to run interesting adventures that are designed to fill several hours' worth of play.  

The adventures in this blog are designed to be relatively short.  The goal is to have adventures that provide a good mix of combat, exploration, and social interaction.  In addition, it is my goal to have "new" content in every module - whether it be a brand new spell, magic item, background, or whatever else.  Each adventure will be presented throughout the week - a new post a day.  Over time, this will provide a strong backlog of adventures to draw upon - all for free, and not behind an online paywall.  

That's the goal.  Only time will tell whether it is reached.  There are bound to be unforeseen snags along the way.

In addition to all that, this blog will be something of a 5th Edition sounding board, posting links and reviews of 5th edition materials.  Being something of a game nerd, I imagine it will also be the final repository of my thoughts and opinions on off-topic board games, though I will try to keep these reviews to a minimum.  

About a week ago, Wizards of the Coast released the "Basic Rules" of the upcoming edition of Dungeons and Dragons.  As of writing, these rules cover the basic contents of the Player's Handbook, releasing sometime in August.  Right now, there are no "official" rules for dungeon creation, monsters, or treasure acquisition, making the end goal of this blog somewhat hard to hit.

For now, this blog will focus on providing extra materials that complement the materials provided in the Basic Rules.  Soon, I hope, there will be enough materials to provide an adventure a week.  For now, I hope the reader will be satisfied with these smaller game expansions.