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Old 10-18-2012, 07:13 PM   #7
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Re: Help with Convention Pre-Gen Character Packets

Here are an example of the Character packet:

Page 1:
Arcania (Full Name: Arcania Half-Elven)
Description: A relatively young (age 42, human equivalent of 21) average appearance female Half-Elf (tall slim build with pointy ears and strangely colored hair) of average height (6’) and build (weight 140 lbs). She has shoulder length black tipped silver hair, blue eyes, and pale skin. She is dressed in a heavy dark grey travel cloak over leathers, with a leather cap on her head and shoes on her feet. She carries a quarter staff with runes cut in it, has a small backpack on her back, and a pouch at her belt.


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Page 2:

> Setting Background – Bones of the Dragon Empire The Draconius Empire (or Dragon Empire) had 200 providences that spanned the known world of Aeorth, and lasted over 1000 years. The Empire had great wealth and its wizards produced many magical wonders that are no longer easily produced today. But 300 years ago, a Civil War erupted that splintered the Empire into the separate providences. Now there are only 34 human kingdoms (former providences) and a handful of city states left. Most of the other former providences have been sacked and left in ruin. The ruins, and wilderness areas between, are overrun with goblin-kin and other monsters.
Recovering lost magical items and knowledge from the ruins is a recognized profession, commonly called Adventuring Companies (think a mix of a security firm, an archeology team, and a salvage company). Many of the most learned refer to the current situation as dogs fighting over the bones of the Dragon Empire.
Your party is a licensed adventuring company, chartered in the trade town of Green Rock Keep. Your team earns money by delving into dungeon ruins to defeat monsters and gain treasures.

Meta Game Summary – This is a fairly traditional fantasy setting with a fall of the Roman Empire background. There are lots of cultures, history, religions, kingdoms, economics, secret societies, and political in the full background description. All of which is important for a campaign, but none of it of key importance to this adventure.

> Adventure Background - Your company had recovered a map on their last successful delve that showed a backdoor/secret way into a dungeon, what you believed is the Vaults of Azerbarin (a very rich delve site). After several weeks of searching unsuccessfully, your team concluded that they had the wrong site and headed back to their home base in Green Rock.
About two days from Green Rock, they found a camp site that had been overrun, with dozens killed. A detailed search found one survivor, Father Jorden, an elder High Priest of Wotan. Jorden relayed the story of how their group was escorting a young seer of Phtoema, Tanya, to Green Keep (trying to avoid a vision of her being captured) when their camp was overrun by goblin worg riders, and Tanya captured. Jorden overheard the goblin leader say that she would be sacrificed at the new moon to free Nirabreza.
Nirabreza is an ancient Lich necromancer, who was able to defeat the army of one kingdom at the start of the civil war. It took three other armies to imprison him (they were not able to destroy him outright), and they were so weakened that another kingdom’s armies conquered the three. In these degenerate times, Nirabreza could easily take over the known world.
An ancient Lich necromancer out to conquer the world is not good for normal folks or the adventuring business. The fact that the site of the ritual is said to be filled with treasure doesn’t hurt the team’s motivation either.

Meta Game Summary – The dying stranger giving a mission is a fairly traditional fantasy hook (at least it didn’t start in a tavern), but the buildup of a more complex start is somewhat limited by the time constraints of a Convention Game. Go with it, it will be fun.


Page 3:

Arcania Half-Elven, Half-Elf Wizard
> Character Background – (disadvantages are identified in [brackets])
Arcania’s pregnant mother, a human, stumbled alone, wounded and in the late stages of labor, into a travelers inn near the city of Flint Forge. With the help of the staff at the inn, she soon gave birth to a healthy baby girl, whom she named Arcania. She was able to tell that her group had been attached by goblins, but soon died without revealing who she or Arcania’s Elven father were. For the next decade, as Arcania grew from infant to toddler, she was raised by the staff at the Inn. But when hard times hit the Inn, they were no longer able to support the very slowly growing girl.
So Arcania was sent to and raised in an orphanage in the city of Flint Forge for the next twenty years. The kids teased her about being a half-breed [Social Stigma], but she accepted that and even took pride in it, so much so that she took that as part of her name [Proud]. From being teased as a child, she has become very accepting of strangers [Broad-Minded]. The one exception is Goblin-Kin, whom blames for her mother’s death [Dislikes Goblin-Kin].
A wizard touring the orphanage tested Arcania and found she had strong natural magical talent, so arranged for her to be apprenticed to the Wizard Guild. She was well suited for magic, and it soon became her goal to become the most powerful wizard in the world [Obsession] Arcania is very focused [Attentive], so she excelled in her training. She sometimes is a little too focused, so much so that she will forget less important matters [Absent-Minded]. She is also intently curious [Curious], so studied lots of different topics, and has acquired knowledge of lots of hidden lore. From some early spectacular accidents with experiments, she has learned to be cautions [Careful]. After many years of hard training, she was accepted as a journeyman member of the Grey Guild.
From reading and discussions with her mentor, she became convinced adventuring was the best way to train and become a more powerful wizard. So she joined a caravan traveling to Green Rock Keep. She searched around and eventually joined the 'Company of the White Flame'
She has gone on 5 very successful delves with the Company, and is very supportive of her team mates [Sense of Duty]

> Motivation –
Arcania;’s main motivation is to seek lost lore and magical knowledge in order to become the most powerful wizard in the world (her Obsession). Her motivation for going after Nirabreza is to 1) be able to gain some of his knowledge, 2) stop him from coming to power (he is not likely to allow rivals, which is hard on her personal quest) 3) gain some wealth to allow her to continue her quest, and 4) save the Tanya person because it is a “good” thing to do, and there may be a reward in it.

> Psychology –
Half-Elf psychology is identical to humans.

> Relationships with other Characters –
Arcanial – Self
Baer – An uneducated muscle bound meat shield, but useful for lifting and carrying.
Brother Smyth – A good conversationalist, but too concerned with religion
Darian – Decent with a sword, but also too concerned with religion. A good tactician.
Gimble – Quick witted and too quick at acquiring things that don’t belong to him.
Pascal – A silly sword man. He is skilled with his blades though.
Rook – A hard drinking meat shield, a bit stubborn, but very good in a fight
Saboo – Very talented with a staff, but too focused on his silly ‘inner strength/chi’ stuff.
Willowwind – A very deadly bow fighter. A good listener, and probably your best friend.

{TO BE CONTINUED}
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