Character Creation
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Beyond the Wall Character Sheet
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Name: Alignment:
Player: Experience:
Class: Base Attack Bonus:
Level: Initiative:
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Ability Scores Effects
Strength: melee to hit & melee damage
Dexterity: ranged to hit, armor class & initiative
Constitution: hit points per level
Intelligence: languages known
Wisdom: save vs mind control
Charisma: max # of allies
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Saving Throws
Poison:
Breath Weapon:
Polymorph:
Spell
Magic Item
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Armor Class: Fortune Points: Hit Points:Max /Current
=================================================================================
Skills:
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Class Abilities
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Weapons
to hit damage
to hit damage
to hit damage
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Equipment
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History and Notes
In my experience, it can get pretty muddled and confusing if everyone rolls on all 7 tables at the same time. Might be different in pbp, but my suggestion is that we take character creation in a few stages, such as:
1. Everyone picks their character playbook
2. Everyone rolls on the first 3 tables (childhood). We see what common connections can be drawn between the characters, if they might be related, might have befriended the same NPC, and so forth.
3. Everyone who wants can add a notable location and an NPC to the village. If this location or person is connected to something you rolled on the childhood tables, great! But it's not strictly necessary.
4. Everyone rolls on table 4-7 (more class specific stuff). Same as above.
5. Again, everyone can add another location/NPC if they want.
6. Finishing touches (Traits, equipment, alignment, all that stuff)
Does this seem good to everyone? Any other suggestions?
And thank you @wulfnor for providing a character sheet.
I'd also like for everyone to pick a number, from 1 to 6, and not the same as any other player. This is just for one of the later parts of character creation, the sixth table to be specific.
As mentioned in the recruitment thread, I would be interested in either the Student of the Dark Arts or the Local Performer, assuming some one picks the Witch's Prentice, if no one does, the Prentice would be my pick.
Rolls
Seating Arrangement Number - (d6)
(5) = 5
Rolls
Childhood Roll #1 - (1d12)
(5) = 5
Childhood Roll #2 - (1d8)
(6) = 6
Childhood Roll #3 - (1d8)
(5) = 5
What sort of woodsman are you - (1d6)
(5) = 5
What is your hidden talent? - (1d6)
(6) = 6
How are you uesful to the village? Player 3 helps - (1d6)
(3) = 3
What did you find in the woods that no one knows - (1d6)
(1) = 1
What did your parents do in the village? What did you learn from them?
Your family worked a small farm outside the village.+2 Con, +1 Wis, +1 Cha, Skill: Farming
How did you distinguish yourself as a child?
No secret escaped you. +2 Int, +1 Dex
The other player characters were your best friends. Who else in the village befriended you while you were growing up?
Laboring with the blacksmith took your mind off your troubles.+2 Str, +1 Cha
Rolls
Childhood Roll 1 - (d12)
(4) = 4
Childhood Roll 2 - (d8)
(4) = 4
Childhood Roll 3 - (d8)
(1) = 1
In the running: The Nobleman’s Wild Daughter, The New Watchman, The Last of a Fallen House, The Heir to a Legend, The Novice Templar, The Knightless Squire, The Failed Ranger, The Reaver’s Descendant, The Horned King’s Blood. Maybe The Devout Acolyte, or even The Retired Veteran.
Will decide soon!
Number: Looks like 1 and 6 are left, so… 1.
Rolls
1=1, 2=6 - (1d2)
(1) = 1
What did your parents do in the village? What did you learn from them?
Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +1 Int, +1 Dex, Skill: Haggling
How did you distinguish yourself as a child?
No secret escaped you. +2 Int, +1 Dex
The other player characters were your best friends. Who else in the village befriended you while you were growing up?
You went camping with the hunters. +2 Con, +1 Int
Stats thus far:
STR 8 DEX 10 CON 10 INT 14 WIS 10 CHA 10 Skill: Haggling
The witch chose you to be her apprentice and you began your training. You become a level 1 Mage. You gain the class abilities Sense Magic and Spell Casting, the skill Herbalism, and the cantrip Hexing.
Rolls
What did your parents do in the village? What did you learn from them? - (1d12)
(12) = 12
How did you distinguish yourself as a child? - (1d8)
(4) = 4
Who else in the village befriended you while you were growing up? - (1d8)
(3) = 3
I have a few other interested in the game, I'll throw them an invite and see if they still want to join.
1 (Harrigan) > 3 (DrGwen) > 4 (Dmbrainiac) > 5 (Aline)
Will update when/if we get an additional player.
Everyone gets one free reroll (and can pick which of the two results they want) and one veto (ignore what you rolled and pick any result on the table). This way, if you get one result you really don't want, you can spend the reroll to get something else. And if there's one specific result that's essential to how you envision the character, that's what the veto is for.
Does that sound good to everyone?
What did your parents do in the village? What did you learn from them?
You are an orphan. Things were hard for you. (+2 Wis, +2 Con, +1 Int)
How did you distinguish yourself as a child?
No secret escaped you. (+2 Int, +1 Dex)
The other player characters were your best friends. Who else in the village befriended you while you were growing up?
The grizzled mercenary who settled in town taught you a thing or two. (+1 Dex, +1 Con, +1 Wis)
Stats so far: Str 10, Dex 10, Con 13, Int 11, Wis 11, Cha 8
Rolls
Childhood Table 1 - (d12)
(1) = 1
Childhood Table 2 - (d8)
(4) = 4
Childhood Table 3 - (d8)
(8) = 8
Side note: I am new to Beyond the Wall. I have the book and am revisiting it, but I have never played in a Beyond the Wall game.
No worries about being new to it, this is meant to be a newbie-friendly game. This is my first game on pbp, so we'll work it out as we go!
I am going with The Local Performer playbook. I used a random table book to come up with my character's name. Thalen Corwyn.
Now to roll childhood stuff...
What did your parents do in the village? What did you learn from them?
Your father or mother kept the old stories. Your head is filled with them. [+2 Int, +1 Cha, +1 Wis, Skill: Folklore]
How did you distinguish yourself as a child?
Your empathy made you a sought after confidant. [+2 Wis, +1 Con]
Who else in the village befriended you while you were growing up? [I didn't like this one so I took my reroll]
Laboring with the blacksmith took your mind off your troubles. [+2 Str, +1 Cha]
I am thinking that I am more of a story telling or writer rather than a musician. Like Homer of old. I gather stories and tell them in grand, theatrical fashion.
Rolls
Childhood 1 - (1d12)
(9) = 9
Childhood 2 - (1d8)
(5) = 5
Childhood 3 - (1d8)
(3) = 3
Childhood 3 Reroll - (1d8)
(1) = 1
As for a number... I'll take 6.
Playbook:
Alignment:
Level:
Experience:
Modifier | Effects | |
STR: | Melee attacks/damage | |
DEX: | Missile attacks, AC | |
CON: | Hit points | |
INT: | Add'l Languages | |
WIS: | Saves vs charm/fear/control | |
CHA: | # Retainers |
Ability check: Roll under or equal on 1d20
Poison: | | |
Breath Weapon: | | |
Polymorph: | | |
Spell: | | |
Magic Item: |
WIS modifier to saves vs charm/fear/control:
Saving throw: Roll over or equal on 1d20
Fortune: 3
Combat
HP: | / |
Base Attack Bonus: 0
Weapon | Misc. Mod | Attack Roll | Damage |
Weapon | 1d4 | ||
Weapon | 1d4 |
Weapon | Misc. Mod | Attack Roll | Damage |
Weapon | 0 | 1d4 | |
Weapon | 0 | 1d4 |
Coins
gold | silvers | coppers |
Inventory
Abilities
Skills
Languages
It strikes me we might need some additional fighting power, and I like to fill holes with my characters — thus these choices. Any thoughts from the GM or other players regarding the best or most interesting fit?
The Ranger and the Templar could both be aimed at the village (in different ways) because of the terror loosed by the witch...
What did your parents do in the village? What did you learn from them?
I worked the loom, cutting and twisting as the Fates.
How did you distinguish yourself as a child?
I solved everyone's problems and never mentioned my own.
The other PCs were your best friends. Who else in the village befriended you while you were growing up?
The fishermen took a liking to me, and I swapped stories with them.
Rolls
What was your childhood like? - (1d12)
(8) = 8
How did you distinguish yourself as a child? - (1d8)
(7) = 7
Who else befriended you while you grew up? - (1d8)
(2) = 2
It strikes me we might need some additional fighting power, and I like to fill holes with my characters — thus these choices. Any thoughts from the GM or other players regarding the best or most interesting fit?
The Ranger and the Templar could both be aimed at the village (in different ways) because of the terror loosed by the witch...
I am thinking that I am more of a story telling or writer rather than a musician. Like Homer of old. I gather stories and tell them in grand, theatrical fashion.
Playbook:
Alignment:
Level:
Experience:
Modifier | Effects | |
STR: | Melee attacks/damage | |
DEX: | Missile attacks, AC | |
CON: | Hit points | |
INT: | Add'l Languages | |
WIS: | Saves vs charm/fear/control | |
CHA: | # Retainers |
Ability check: Roll under or equal on 1d20
Poison: | | |
Breath Weapon: | | |
Polymorph: | | |
Spell: | | |
Magic Item: |
WIS modifier to saves vs charm/fear/control:
Saving throw: Roll over or equal on 1d20
Combat
HP: | / |
Base Attack Bonus: 0
Weapon | Misc. Mod | Attack Roll | Damage |
Weapon | 1d4 | ||
Weapon | 1d4 |
Weapon | Misc. Mod | Attack Roll | Damage |
Weapon | 0 | 1d4 | |
Weapon | 0 | 1d4 |
Coins
gold | silvers | coppers |
Inventory
Abilities
Skills
Languages
1 (Harrigan) > 2 (Dante_dark) > 3 (DrGwen) > 4 (Dmbrainiac) > 5 (Aline) > 6 (Timplausible) >
Obviously, if two people want to trade places, that's completely fine.
What did your parents do in the village? What did you learn from them?
My parents were fishermen and I grew up by the river.
How did you distinguish yourself as a child?
I was the toughest kid around.
The other PCs were your best friends. Who else in the village befriended you while you were growing up?
I’m about to marry into the Miller family.
Rolls
What did your parents do in the village? - (1d12)
(3) = 3
How did you distinguish yourself as a child? - (1d8)
(3) = 3
Who in the village befriended you while you were growing up? - (1d8)
(5) = 5
So far we've got a few players connected around the local fishermen and the blacksmith, as well as a a group who seem to know every little secret in the village. We've also got some inherent connections around the witch, with the Prentice and Assistant Beast Keeper, as well as possibly the Student of the Dark Arts (who I imagine the witch would at least have some rather strong opinions on!).
Feel free to lob ideas around and draw connections between your characters. Don't feel that you have to be constrained to only what you've rolled. If two players want to decide that their characters are related or have shared some particular childhood experience, go for it!
This is also where everyone who wants to can add in a location and/or an NPC to the village. How much detail you want to add in is up to you.
For an NPC, Harrigan or Tim might decide to flesh out one of the fishermen, and Dmbrainiac might go for the mercenary, for example. Feel free to give them a name, and you might describe something of their appearance, personality or what their connection to your character is. If you'd rather invent a new NPC that has nothing to do with what you rolled, do that instead!
As for locations, by default it's only assumed that the village has a local inn/tavern and of course the homes of the villagers. As above, expand on something you rolled or make something up, depending on what inspires you. The only guideline is that, if you choose to add in a more mystical or supernatural location, keep in mind the low-magic, somewhat grounded nature of the setting. While there are incredible wonders and mythical beings out in the wider world, here in the village the witch (and some of the PC's) is the only real magic most have seen. So "a magical pond with waters that can heal any wound" is too much. While something like "a long-abandoned ruin, where three of the village children claim to have once heard the entrancing songs of the fae" is more appropriate.
Once everyone's had a chance to talk it through, we'll move on to the next set of tables!
As for the witch, I don't think my character gets along with her. Maybe my character was a candidate to become her apprentice, but they had a falling out.
So Harrigan's PC and Beric grew up around each other a lot, probably. Either they were buddies, or they butted heads a lot. Since Harrigan's PC was the tough kid, maybe he looked out for Beric and stuck up for him?
Drgwen's character and Beric obviously knew each other well, both being helpers for the witch. Drgwen' PC was a charmer and Beric was a problem solver, so they probably got along well.
A location: how about a crumbling ruin of a tower? It's ancient, and stories differ about what it was in the past. For kids it's like the Haunted house on the street. You dare each other to go in or spend the night in it. Teenagers hang out in it to drink ale the terrible alcoholic cider they fermented themselves.
An NPC: Norn, a gruff, middle-aged human man. He is big and muscular, with long gray hair and a wild beard. He has tattoos on his arms. He didn't grow up in the village, but arrived a few years ago. He works does manual labor around town. Talks very little. Rumor is that he used to be part of a mercenary company, but he won't answer questions about his past. No one goes into his house, but though the window you can see a quality greatsword hanging on the wall.
Maybe we worked the bellows for him. Or perhaps we did simple blacksmithing work. Nothing like silversmithing or swordsmithing, but enough that we would have the blacksmithing skill?
⩺ | I'm playing Gaelan Weir, the Would-Be Knight. I've submitted his sheet, which I will update through this process. I added a couple of other elements to Tim's awesome sheet--thanks again for providing that, man. |
⩺ | Gaelan was raised by fisherfolk--weirsfolk to be clear. They fish migratory species, mostly salmon, smelts and eel, at different times of the year with weirs, traps, and nets rather than hooks and lines. He's good at it, and helps his parents and brother-in-law tremendously, but he obviously dreams bigger dreams... |
⩺ | ...especially because of all the adventurous, heroic and romantic, stories Thalen has filled his head with. Being a big kid, and tough, I think Gaelan stuck up for a lot of his friends--including Beric and our as-of-yet unnamed orphan. At some point it'll be great if someone comes to his rescue, as well. |
⩺ | Much to his chagrin, and despite his not knowing what that word means, Gaelan is betrothed to Theda Miller. She's a nice girl, attractive... but Gaelan doesn't know her! The Millers mill is outside of town, and Theda doesn't come in save for market days and festivals. How will he be able to marry a girl he doesn't even know? |
⩺ | Especially since I suspect he might be crushing on one of the girls in the friend group. They haven't been detailed yet, but I'll work with whomever required to establish a little love-triangle or quadrangle tension if people are up for it. (He wouldn't have revealed this, though. No no. He keeps that to himself, or so he thinks.) |
Synaptic, you mentioned that we could get a little fast-and-loose with adding elements and connecting things together, so hoping you're okay with all this. I have further thoughts, but will hold fire until we seen the next round of rolls.
Now for locations and NPCs...
+Remote Location: Near the far crook in the river, where the weirs and traps are set furthest from the village, Gaelan has found a serene, flower and mushroom-filled glade where dandelion fluff floats and the afternoons seem to last forever. Ideal for naps, daydreams, and frolics.
+Village Location: The docks are not much to speak of. The village's few boats are tied up to a single wharf, and nets, traps, and basket weirs are piled high nearby, in various states of repair. The smell of fish, and really eel, is strong. (Sorry I cheated and added two!)
+NPC: Rolf Miller, Theda's father. Wealthy as anyone in the village, outspoken, and no fan of the witch or people who shirk responsibilities.
Ophira and Beric both work for the Witch. Can I flesh out the Witch a bit? I know she plays a role in the story we've chosen, so feel free to revise anything as needed.
The Tale of the Witch
The Witch began her life as a young noblewoman who was exiled from her kingdom for refusing to marry; indeed, she quite aggressively opposed any attempts to make her submit and show deference to men. This led to her being declared unfit to rule and exiled from the kingdom for her "selfishness." As she left, she denounced her nobility and even her name, taking the name she goes by now: Anathema (or Ana, for short).
She had all sorts of strange adventures for many years, during which she learned trades of midwifery, bee-keeping, and herbalism, among others. She took up residence in a lovely, private hollow within striking distance of civilization, setting up shop as a midwife and herbalist, selling her honey, poultices, and other treatments, and mostly serving the women of the village. As she grew older, she began to take on young people to work with and train, hoping that her wisdom and independence would not be lost to the world. Now she lives in The Witch's Hut, a sturdy wooden shack in a secluded hollow built atop short, stout stilts, to keep it dry when the rains come and the hollow's soil grows damp.
So the location would be her Hut in the secluded hollow, where she lives with her cats 9that come and go of their own accord, though she knows them all by name), a pet lizard, and a family of spiders, which she claims all descended from a mother spider many, many generations ago that traveled her with her form her homeland far away.

Location: Moonspindle Books. Medium sized, cramped, cozy, and warm. A labyrinth of hastily built bookshelves. Utterly no organization, but the purveyors (Hugh and Catrin Corwyn) seem to know where each and every volume resides. Books, scrolls, tomes, manuscripts, chronicles, treatises, grimoires, codexes, folios, fables, legends, tales, sagas, lore, and yes even some old stories. Dust and cobwebs hang from every shelf. Piles of books litter the aisles and most of the front room. Several comfy chairs that have seen better days face each other; a favored spot for Hugh and Catrin. Between the chairs, a small potbellied stove radiates heat. Hugh's collection of pipes on a shelf behind the stove. A twinkle of sunlight through an open window above that. And we are pretty sure there is a cat around here somewhere.
The cats name is Marginalia (Marge for short).
Side Note: I am really enjoying this. I may be trying to run a Beyond the Wall game with my friends real soon.
This is great, loving everyone's contributions so far! We'll stay at this stage for a little while longer, to give everyone a chance to chime in.
Side Note: I am really enjoying this. I may be trying to run a Beyond the Wall game with my friends real soon.
1. Love the bookstore. Gaelan can't read, though. Coming out of childhood his INT is 8 and it just fits to have him listen raptly to Thalen's stories, or someone reading to him from a book.
2. Character art. Any thoughts on trying to be consistent? Should we go for the black and white pencil look used in the book?
My character's name is Thea Wildheart. She grew up as an orphan, never knowing who her parents were, but she always aspired to be the most famous person of the village. She chose the surname "Wildheart" for herself because she thought it sounded suitably heroic.
As a young child, she could usually be found bustling about the village, doing her best to solve mysteries and uncover secrets (often to the chagrin of the older folks who didn't want their secrets uncovered). She recruited a few like-minded kids to her sleuthing squad (including Ophira and Aline's as-of-yet-unnamed character).
When she was a little older, she befriended the grizzled Norn, who may or may not be a mercenary. Whatever the truth of his origins, he taught Thea a thing or two, and as she finished her adolescence, she stood poised to become a great warrior...



(I also expect that I might end up being the weak link here, if only because of the breadth of pictures I'm probably going to end up using.)
Are we good to continue rolling?
This is adult Thalen.

Location: The Old Well
Just outside of the village, over the rocky ridge that stands north of town, is a secluded vale with an ancient, crumbling stone well. The remains of a wooden roof over the stone well persist, with the crossbeam and a rope tied off to a rusted iron ring affixed to the side of the well. The other end descends into darkness, far below. There's water down there, if you go deep enough, but the current rope doesn't have a bucket on the end of it any more. And folks say that something lives down there now, something old and not to be trifled with. But that might just be old husbands' tales.
NPC: Dathana Arborine
Dathana is a middle aged woman who owns and operates a small apple orchard and cider house on the edge of town. She grows apples and sells them for food, but some she keeps for herself, fermenting and distilling them into hard ciders of various sorts, making her quite popular in town. She has a partner, Charina, who raises chickens and sells eggs, as well as food chickens too. Dathana is a gregarious bartender type with a thousand stories and a penchant for gossip, whereas Charina is a quiet and unassuming woman with a way with animals and a deep wisdom, but a secret vice of sweets.
but yeah, I'm ready to roll too!
Throughout your childhood you were haunted by the the ghost of a powerful magician, who shared many things with you.
+2 Wis, +1 Int, Skill: Alertness
What magics did you learn? How do you hold back the dark?
You hold authority with the living and the dead. You learned the following magics: the spell Ghostly Commandment, the ritual Staff of Might, and the cantrip Hexing.
+2 Wis
Something recently showed you just how dangerous, and how necessary, your studies are. What happened to bring you to the defense of your home? The player to your right was there with you.
Vetoing this in to a 3
While studying an old graveyard a few days’ travel from the village, you stumbled upon a family of ghouls who had made a nest of the crypt. They caught you unawares within the catacombs, but the friend to your right discovered a hidden exit, helping you escape, and gains +1 Int.
+2 Int, Spell: Magic Missile
What did you find in a hidden tomb outside the village?
Rerolling this one
Picking the 5
The high-peaked crown of a forgotten king.
+2 Cha, an iron crown
Rolls
Table 4 - (d6)
(6) = 6
Table 5 - (d6)
(1) = 1
Table 6 - (d6)
(1) = 1
Table 7 - (d6)
(5) = 5
Table 7 Reroll - (d6)
(3) = 3
Silver - (4d6)
(6463) = 19
A great bear attacked at the edge of the village, but you wrestled it to the ground. (+3 Str, Animal Lore)
Where did you gain your skill at arms?
Chopping wood built your strength. (+2 Str, Your Weapon Specialization class ability is with the Axe.)
Every hero has a secret, so what’s yours? The player to your right shares your secret.
(Rerolled the same number here! XD)
Despite the awe in which your fellow villagers hold you, you lost your nerve and ran one time. (+2 Dex, Knack: Fleet)
The friend to your right (@Aline) fled danger with you and tells no one, and gains +1 Dex.
What rewards have you received from your village for your heroic acts?
Using veto to choose: The smith gave you a very well-crafted weapon. (+2 Str, a very fine weapon)
Stats now look like: Str 17, Dex 12, Con 13, Int 11, Wis 11, Cha 8

Rolls
Fame Table 1 - (d6)
(1) = 1
Fame Table 2 - (d6)
(4) = 4
Fame Table 3 - (d6)
(2) = 2
Fame Table 4 - (d6)
(5) = 5
Reroll - (d6)
(2) = 2
The friend to your right was there with you and took a beating from his buddies, and gains +1 Con.
Alright, I'll take weapon spec with a longbow so I have a ranged option, too. Aline gets +1 Con instead of +1 Dex.
Stats now look like: Str 17, Dex 10, Con 15, Int 11, Wis 11, Cha 8
Rolls
A New Reroll - (d6)
(3) = 3
Now for Beric's remaining rolls... Going to re-roll the "bit of magic". Going to veto "something strange" into #2. So the results are:
The witch seems to enjoy making you do your least favorite chore. What is it?
Aiding her when she sees the sick.
Despite your lack of natural talent, you learned a bit of magic. What did you learn?
How to tend the garden even in the worst of times.
One day, while wandering the woods with Gaelan, you saw something very strange.
A horned rider galloped through the trees on a dark errand. You and Gaelan hid in fear. Galen gains +1 Dex.
One of the witch's beasts is now your constant companion. Who is your new best friend?
An inquisitive Raven.
Rolls
Least favorite chore - (1d6)
(4) = 4
Bit of magic - (1d6)
(2) = 2
Saw something strange - (1d6)
(3) = 3
Beast friend - (1d6)
(1) = 1
Bit of magic re-roll - (1d6)
(3) = 3
Table 4: Whose stories held your attention the most?
Your favorite nights were spent swapping tall-tales at the inn. [+2 Cha, +1 Con, Skill: Deceit]
Table 5: What gets the best applause from your audience?
A startling performance about a great hero of old. [+2 Str, Skill: Intimidation]
Table 6: What happened to you that one night in the inn? Ophira was there when it happened [DrGwen]. I am going to use my veto for this one and choose #3
Two spies from northern conquerors paid for room and board. You were able to overhear their plans and alert your neighbors. [+2 Dex, Skill: Stealth] Ophira ran from house to house to spread the word, and gains +1 Dex
Table 7: What was the best tip you ever got?
A book of tales from faraway places [+2 Int, a heavy tome]
Rolls
Table 4: Whose stories held your attention the most? - (1d6)
(2) = 2
Table 5: What gets the best applause from your audience? - (1d6)
(3) = 3
Table 6: What happened to you that one night in the inn? - (1d6)
(2) = 2
able 7: What was the best tip you ever got? - (1d6)
(3) = 3
What first caused the witch to choose you?
No other six-year old had his own still. I gain +3 Cha and Brewing
With what did the witch have power?
With health and body. She taught you the following magics: Healing Touch, the ritual Goodberry, and the cantrip Blessing. I gain + 2 WIS.
The witch was hard on you. How did you finally prove yourself to her? The player to your right was there with you.
One night a stranger came to rob the witch while she was in a deep trance. You caught him unawares and frightened him away, protecting your mistress. The friend to your right helped you rout the robber, and gains +1 Cha. I gain +2 Cha and Spell: Terrifying Presence
Where is the witch now?
EDIT 1: Nah, I would like to re-roll that. The first roll had the witch die.
EDIT 2: GAH! Damn dice.
There, better. She still works in the village as she always has. I gain +2 INT, 4d6 silver, and a healing potion. 11 silver.
Rolls
What first caused the witch to choose you? - (1d6)
(2) = 2
With what did the witch have power? - (1d6)
(4) = 4
How did you finally prove yourself to her? The player to your right was there with you. - (1d6)
(6) = 6
Where is the witch now? - (1d6)
(3) = 3
Where is the witch now reroll - (1d6)
(3) = 3
No really - (1d6)
(1) = 1
Silver - (4d6)
(4124) = 11
Ophira
Witch's Prentice, Mage level 1
STR 8 DEX 10 CON 12 INT 16 WIS 12 CHA 15
Skills: Haggling, Brewing
Abilities: Sense magic, Spellcasting
Spells:
Cantrips: Hexing, Blessing
Spells: Healing Touch, Terrifying Presence
Rituals: Goodberry
Her sheet

Really loving all the art people are using! Feel free to continue drawing connections and elaborate on the experiences your characters have shared. Anyone who wants to add on an additional NPC or location is free to do so. Other than that, all that's left is finishing up the character sheets, picking alignment and a trait if you haven't, and then we should soon be ready to start!
Always Prepared
This character often has unusual but helpful objects at hand. The character may spend a Fortune Point to have any item he might have reasonably procured along the way provided it could fit in his bag.
Beloved Village Fool
Every village needs its fool; he is a strange fellow, both beloved and scorned. This character always takes the last turn when using the ‘Tales of Years’ rules for downtime detailed on p.54. If the fool is consistently narrated as embarrassing themselves during the other players’ downtime events, the following things happen: the GM adds +3 to the event table roll for the fool, this character receives a -4 penalty to their own livelihood check but will never fail by 10 or more (use the preceding table result for a typical failure instead), and the group gains an additional Hearth Point when the next season begins. Before choosing this trait, be sure that your group plans to use the downtime and Hearth Point rules, and that you don’t mind being comic relief.
Fast Healer
Such a great hero cannot be held back for long. This character recovers two hit points when receiving a full night’s rest instead of the usual 1 hit point.
Friendly Face
This character’s good nature and honest face cause strangers to trust her more than they otherwise would. The character gains +2 on all Charisma rolls with strangers.
Gifted Climber
While anyone can climb a rope or rocky outcrop with a simple Dexterity check, this character has the uncanny ability to climb almost any surface, including seemingly sheer rock faces. The character must make checks as normal when climbing in this manner, but is able to attempt climbs impossible to others without special equipment.
Gift for Business
Whether due to a particular acumen or an almost supernatural luck, the character is naturally blessed when it comes to business. When using the ‘Tales of Years’ rules for downtime found on p.58, the character always gains a +5 bonus when making the livelihood check for a season.
Great Bravery
While this character certainly becomes frightened, she will not back down because of fear. The character automatically passes any saving throw or ability score check related to fear.
Horse Master
The character is beloved by horses. They naturally take to him, and he receives a +3 bonus on any rolls to influence or tend to them, as well as on any rolls to ride or control them.
Impossible Perseverance
The character may stay on her feet and continue to act or fight until reaching -6 hit points instead of the normal 0. Note that he still loses a single hit point per round as usual when at 0 or fewer hit points, and still perishes at -10 hit points.
Leader of Men
Like the heroes of past ages, the character commands respect by his bearing alone. By spending a Fortune Point, this character can give all of his companions +2 to all of their rolls during the next round.
Linguist
Due to study and a gift for languages, this character knows twice as many languages as she normally would.
Pure of Heart
This character loves his friends and comrades and would never betray them. No mental control of any sort can make this character harm his allies, important characters from his background, or the other PCs.
Reassuring Presence
While Fortune Points ordinarily only return after a full adventure, this character’s presence is so warm and tinged with the simple pleasures of home that she and her companions all regain a single Fortune Point after a good night’s sleep, such as when resting in a safe inn and not having to keep watch.
Survivalist
This character is at home in the wilds. He can always find enough food and water for himself, though still must make foraging or hunting tests to feed others. This trait has no effect when facing the harshest of conditions, such as a scalding desert or the Dark Lord’s domain.
Tavern’s Favorite
The character has the uncanny ability to get free drinks in taverns, inns, and public houses. When in such a situation, assume that he gets his personal drinks (and a bit of food, if he wants it) without spending any coin. His companions are not so lucky.
Tenacity
Some heroes don’t know when to quit and will stay in the fight against all odds. The character gains an additional hit point per level, including any past levels if this Trait is chosen later in a character’s career.
Toolless Craftsman
When using one particular skill, the character ignores all penalties for having poor quality tools, or even for lacking them completely. It still must be feasible for the character to accomplish the task; a thief might be able to pick locks with a dagger or splinter of wood, but not with his fingers, while a blacksmith might be able to make due with a small hammer or large rock, but not his bare hands.
Unassuming
This character has an uncanny knack for escaping notice. At the beginning of any encounter she may spend a Fortune Point to be automatically hidden without any roll, provided that the surroundings would allow it.
Unburdened
The character ignores penalties for being encumbered or weighed down in all but the most extreme circumstances. The GM is the final arbiter, but, if her hands are free and the load is even slightly reasonable, she can bear it with no ill effect. See p.27 of Further Afield for more on encumbrance.
Very Helpful
When this character helps a friend by spending a Fortune Point, that character gains an additional +2 to his roll. If this character helps another without spending a Fortune Point (for example by using a skill) there is no additional benefit.
Careful Tactician
Whether acting as an advisor or leading the army personally, the character may protect his side from losses. When using the ‘War and Battle’ rules described on p.21 of Dangers Near and Far, the character’s side may ignore the effects of a single failure during the aftermath stage.
Cavalier
Trained to fight from horseback, the character receives a +1 bonus to AC and to damage when making melee attacks while mounted.
Cleaving Blow
If the character is armed with a great weapon and facing a group of man-sized, humanoid foes in melee combat and slays one of them, any excess damage from the attack carries over to one of the other enemies.
Combat Mastery
This character’s skill at arms is unmatched. Provided that her level is more than double the hit dice of her strongest opponent, she gains an extra attack each round.
Defender of Home
When the character is fighting in direct defense of his home, he receives a +1 bonus to rolls to hit, to AC, to initiative, and to all damage rolls. This benefit would come into play if the character’s village or personal dwelling were being besieged, or if a foe were attempting to poison the well, but not when fighting a ruffian in the inn, or when fighting foes at another location, even if they are planning to attack the village later.
Distracting Fighter
This character has a flashy and confusing fighting style which distracts his foes. He adds his Charisma bonus instead of his Dexterity bonus to his armor class.
Duelist
A character with this trait is skilled at fighting opponents in single combat. If the character is fighting any other single, human-sized opponent in a one-on-one duel, he receives a +2 bonus to hit and a +2 bonus to armor class. These bonuses promptly disappear as soon as the bystanders intervene.
Favored Enemy
This character bears a grudge toward a particular type of foe, such as goblins, wizards, or members of a rival house. When facing such foes, this character gains a +2 bonus to resist any of their powers or magic and does an additional 2 HP of damage when attacking them.
Fighting Finesse
Due to training or natural talent, the character uses his Dexterity bonus to modify his melee to hit rolls instead of using his Strength bonus. Note that his damage bonus remains unaffected.
Master Archer
Due to keen senses, skill, or finesse, the character may add either her Dexterity or Wisdom bonus (whichever is higher) to damage rolls from ranged attacks.
Might of the Reaver
By concentrating, screaming, or chanting, this character may enter a ritualized state of abandon, but only when at or below half hit points. Doing so takes one round of inaction, after which she gains a +2 bonus to hit and damage but may not flee or take a defensive or protective stance for the rest of the encounter.
Mighty Shot
This character can launch impossible shots with a bow, and adds 100 yards to the range of any drawn missile weapon.
Shield Fighter
This character’s training with a shield allows her to save herself even from a devastating attack. While armed with a shield, the character may choose to ignore all damage from any single attack completely, at the price of having her shield break and become useless. A magical shield used in this manner is broken but not destroyed, and may be mended by a craftsman.
Spearman
The character is well-trained and deadly with spears. When fighting with a spear, the weapon does 1d8 damage (instead of the usual 1d6) if wielded one-handed, and 1d8+1 if wielded with two hands.
Unarmed Combat
This character is dangerous even without a weapon in her hand. The character’s unarmed combat attacks do 1d4 damage.
Devoted Student
The mage is a fast reader and dedicated scholar. When using the ‘Tales of Years’ rules for downtime described on p.58, she may be assumed to have an additional two weeks of time to spend learning spells or rituals (or crafting magical items as described on p.50 of Further Afield) unless the GM determines that too much of the season was spent in active adventure for the mage to be able to spend in pursuit of arcane knowledge.
The Druidic Arts
The character receives a +2 bonus to casting rolls for cantrips and rituals when outside of a dwelling and within a forest, as well as to rolls to gather herbs, tend trees, or otherwise interact directly with woodlands.
Fast Caster
With speed and precision, this character may cast certain rituals with alacrity. Choose four rituals known by the character; she may cast those rituals in half the usual time (i.e. 30 minutes per level of the ritual instead of one hour).
Flexible Ritualist
This character casts rituals in ways different to other mages. The player may pick two rituals and change which ability score is associated with tests for casting those rituals. The player may choose Intelligence, Wisdom, or Charisma for the casting rolls, and need not necessarily choose the same ability score for each ritual. The player is not required to pick both rituals when this trait is gained, and may instead "hold" one or both of his picks for later rituals.
Gifted Healer
The character is a master of sorcerous healing. Any of his magics which heal damage directly, such as the Healing Touch spell, heal an additional point of damage per level of the recipient. Any items created by his magics which heal indirectly, such as the Goodberry or Nepenthean Drink rituals, heal a single additional point of damage, regardless of level.
Light Mastery
The character has a natural affinity for the magic of light. She may control the color and intensity of lights made with magics like the Mage Light cantrip or the spell Flash of Brilliance effortlessly. Should she choose to do so, she may additionally have any lights produced by her magic cause harm to creatures of darkness, such as goblins, the fomor, and most demons, who take 1 point of damage the round in which the lights first appear.
Potent Magic
The character’s magic is particularly potent. Any spell cast by the character which allows for a saving throw now does so with a -2 to the roll.
Shared Power
The character may grant a portion of his magical energy to another. In lieu of casting a spell, the mage may expend a single "spell slot" to grant another mage the ability to cast an additional spell of his own.
Skilled Caster
After a great deal of practice, this character has mastered a particular type of magic. Choose two rituals known by the character; this mage gains +2 on all casting rolls for the magic in question.
Student of the Arcane
Due to a studious nature or keen intellect, the character is extremely adept at learning new spells and rituals, and receives a +3 bonus on any rolls to do so.
Touched by Magic
Some have a wild, untrained gift for magic; others learn just a bit and then do not continue their studies. This character can cast a single cantrip, spell, or level one ritual. This Trait does nothing for a mage, though it may be helpful to a multiclass mage.
Ultimate Enchantment
This mage may draw on his inner strength to cast a spell as a last ditch effort. After the mage has exhausted all of his spells for the day, he may still cast another, but immediately drops to 0 hit points and falls unconscious.
War Wizard
Through martial training and practice, this mage has learned how best to harness the destructive powers of magic. The character may add +1 damage per level to the effects of all direct damage spells and rituals.
Fae Blood
Sometimes humans have trysts with strange creatures, and such was the case for one of this character’s ancestors. This character has any one advantage of one of the fantastic creatures from p.30 of Beyond the Wall and Other Adventures. The group may want to consider allowing other abilities for different types of heritage.
Faerie Paths
The character is either at home on the paths of the fae or is somehow resistant to their confusing magics. She receives a +4 bonus to any rolls to resist becoming lost or to find a path or shelter in faerie places. She also receives a +2 bonus to any saving throws to see through faerie illusions.
Friend to Mice
Whether because of heritage, a mystical pact, or an unknown gift, this character has a great affinity with mice. She may speak with mice, has a rough sense of when they are nearby, and gains a +2 on any rolls involving them. Note that this trait is very specific; the character has no special bonus with rats, squirrels, or any other rodents.
Ghost-Touched
This character is marked in some way by the dead. After the sun has set, the character may see any ghosts in his presence. Note that this trait does not allow the character to see spirits or other invisible or incorporeal creatures.
The Homeward Call
The character has the uncanny ability to sense when his home is being threatened. Regardless of where he is, he will have a premonition or dream weeks, days, or just moments before his village, town, or estate is under attack.
Insight
This character has the frightening ability to look into another’s soul. When this character first encounters any important creature with a true name, she may spend a Fortune Point to gain a 1 in 12 chance that the creature’s name will come to her that night in a dream.
King’s Touch
This character’s hands have the power to heal the sick and wounded. Once per day this character may lay hands on another and heal him of 2 HP of damage per level of the recipient.
Oathkeeper
When this character witnesses an oath or makes one herself, fate binds the oath taker to see it done. Anyone who makes an oath in the character’s presence, including the character herself, must keep his word or find himself unable to regain Fortune Points or HP unless he is working towards fulfilling his oath.
Rope Song
The character has a strange gift. If she sings to a rope for a minute or so, she may have it tie itself into a tight knot or have an already existing knot in the rope untangle itself. Under most circumstances, this power is automatically successful, though the GM may call for a roll of some sort for exceptional or magical ropes or knots.
Shapechanger
Whether because of magic, a curse, or unnatural heritage, this character has the ability to take the shape of any one small, ordinary animal chosen at the same time as this Trait. However, doing so is very difficult. The character must spend a Fortune Point to change into this shape. Changing back either costs another Fortune Point or the character may wait and automatically return to human form at the next sunrise.
Sixth Sense
With unerring accuracy, the character can tell when he is being targeted by magic or other supernatural effects. He does not necessarily know the source or nature of these magics, but he always knows that something unusual is happening.
Song of Ease
The character has a great musical gift, and her songs bring respite to the weary. Once per day, she may sing a song of ease. This performance must last for at least fifteen minutes, and her audience must be at rest, such as in a camp, inn, or home. All who hear the song regain 1 hit point per level of the recipient.
Spirit Friend
For some reason, spirits are naturally disposed to like or obey this character. Perhaps she is more real to them than other physical beings, or has a mystical heritage of some sort. The character gains +2 on all social rolls involving disembodied spirits and on all rolls to summon or bind them.
Unusual Companion
The character has a remarkable ally, such as a spirit companion, a ghostly protector, or a magical and extremely loyal mount. This ally functions much in the same way as a mage’s familiar.
The Winter Court
Many of the fae are sworn to the court of one season or another. Some mortals are as well, whether due to faerie heritage, an ancient pact, or strange magics. During winter, the character receives a +2 bonus to all saving throws and regains an additional hit point when resting. However, during summer, she suffers a -1 penalty to all saving throws. Groups should feel free to make other versions of this Trait for spring, summer, and autumn, each providing a similar bonus, as well as a penalty during the opposing season.
Breaker of Chaos
Characters must have a Lawful alignment in order to take this Trait. The character’s touch is anathema to supernatural creatures of Chaos, such as demons and certain spirits and undead. If this character somehow has the opportunity to hold such a creature and concentrate for a full minute, it is wholly unmade. Be very careful: demons are unlikely to cooperate.
Defender of the Balance
Characters must be of Neutral alignment to take this Trait. This character stands apart from the eternal struggle between Law and Chaos and gains a +4 bonus to all saving throws to defend against the magical powers of supernatural creatures of Law and Chaos, such as angels and demons.
Mercurial Will
Characters must be of Chaotic alignment to take this Trait. This character exerts a powerful aura of change and independence which creatures of Law find unbearable. Town guardsmen are not particularly taken by him, either. Supernatural creatures of Law, such as angels and certain spirits, must pass a saving throw versus spell or leave this character’s presence until the next sunrise. Once a given creature has passed such a saving throw it is never driven off by this character’s presence.
This powerful sorceress-queen ruled over this area centuries ago. More legend than than history at this point. The stories, at least the ones regarding her magical prowess, are true however. Her spirit also seems to have never left this world and is still haunting these lands today.
She has repeatedly contacted Lirann since her early childhood and taught her magic and all sorts of other secrets. She is however rather secretive about her motives and because of that, Lirann neither likes nor trusts her.
For a while now Lirann has suspected that Anathema might know what Theune is up to. But the witch is being awfully cagey about the whole situation.
Recently Theune sent Lirann on a quest to fetch her crown. This ended with Lirann and Beric, who got dragged in to this mess somehow, nearly ending as some ghouls dinner. Lirann has given her ghostly companion the cold shoulder ever since.
1. Can we spend our money? I wanted to buy a bow and a set of leathers.
2. Are we supposed to pick a trait?
1. Can we spend our money? I wanted to buy a bow and a set of leathers.
2. Are we supposed to pick a trait?
2. Yes, everyone gets a single trait at level 1. It's one of the (many) optional rules in BtW, and the one I use in almost all my games.
Where did he practice his skill at arms?
Rolled: A real knight came to town and he rode with him for a while. +3 CHA, skill: Etiquette
Selected Instead: You spent long days riding and practicing alone. +3 CON, skill: Riding
What is his preferred fighting style?
Rolled: Relentless attacks — Battleaxe. +2 STR, Battleaxe Weapon Specialization "
When did he first draw blood? Thalen was there with him.
Rolled: A brigand was waylaying villagers on the road, but you decided to put an end to his robbery. +2 CON, Knack: Resilience.
Thalen traveled with me for two weeks, hunting the thief down (he gains +1 CON).
Now that he is ready, how will he seek his fortune?
Original Roll: He will visit distant lands and tirelessly seek adventure along the way. +2 CON, gains a lodestone.
Reroll (and Selected): You will be knighted by the King after winning the affection of the common folk. +2 CHA, has a shining helm.
Rolls
Where did he practice? - (1d6)
(4) = 4
Preferred fighting style? - (1d6)
(4) = 4
First drew blood? - (1d6)
(6) = 6
How to seek fortune? - (1d6)
(6) = 6
Seek Fortune Reroll - (1d6)
(2) = 2
You know of the chasm beyond our borders, a scar upon the land. When you happened to pass it in your travels, did you also take the moment to peer down into it's depths or did you shy away from the edge? Go and look and see if I'm lying. At the bottom of this deep crack is a black hole where tale says that Erdric, that great warrior of old, fell in his battle with the Mistfang. What is a mistfang, you ask? A creature long lost to time and legend. A cat with huge, long, sharp teeth; blackened claws on each paw, a mountain of strength, and it prowls through the foul dusk looking for innocents to snatch and take away to its lair. Some even say that the Mistfang creates fog and smoke so it can pounce upon its victims while they are lost and unaware. This had happened time and again, but it wasn't until the mayor's own daughter was taken that Erdric was called upon to relieve the village from this beast. Erdric strapped his armor on and took his great club. He guarded the town while they slept and under a blood red moon, he saw the Mistfang emerge from the shrouded trees. The great feline struck first, toothy maw biting and tearing and gnawing to gain purchase on Erdric's flesh. But it failed. The armor was too strong. Erdric swung his great club, but each time the Mistfang would jump out of the way. They battled all night and in the morning found themselves moving down the hill towards the canyon. Erdric knew that he could not easily win this fight. He and the Mistfang were too evenly matched. The beast would forever try to bite him, and he would forever try to club the cat to death. So he ran at the Mistfang, grabbing it around the middle, and ran for the edge. It was a moment of sublime surprise, the Mistfang cried out as Erdric held it in the air, and then they both plummeted to the bottom of the chasm. The impact left a hole, blackened from the force of their fall. Some say that Erdric saved our village that day by sacrificing his life; that he died killing the Mistfang. But others whisper that Erdric and the Mistfang continue their age-old battle beneath the earth and that sometimes you can feel the two of them grappling and wrestling. Erdric trying to hit the Mistfang with his great club, the Mistfang trying to bite Erdric.
Location: Erdric's Chasm
When Thalen was thirteen, he spent a summer traveling with The Gilded Stag Players as an actor. The troupe spent the warm months traveling from village to village, acting out plays, monologues, and songs to the gathered crowds. Talen truly was happy. The troupe, which is still in operation to this day, is led by Pharillo Quince, a flamboyant and quick-witted impresario and master of the stage. Pharillo asked Thalen to stay at the close of that summer, and the wagons of The Gilded Stag rolled once again into Thalen's home village, but Thalen felt like he could not yet leave his family for good. Pharillo gifted Thalen the heavy, gilt tome that he always carries with him. A princely gift indeed. It contains the stories that Thalen loves to perform the most, and even some blank pages at the back where he can write his own tales.
NPC: Pharillo Quince, owner and proprietor of The Gilded Stag Players
Location: The Stone Hall.
This is one of the oldest buildings in town. Its walls were made with stones from the river. It is used as both a civic hall and a place for public celebrations.
Beneath the hall is a secret cellar. It is used as a hiding place for children and other vulnerable townsfolk during dangerous events like bandit raids. A few town valuables are also stored here.
NPC: Evelyn Oakroot, the halfling baker. Evelyn arrived in town years ago, saying that she had been "seeing the world", but was now ready to settle down. She freely talks about her old home in the Eastern Shires, but she is always vague about why she left. Her sweet-breads are so delicious that some believe they are made with magical ingredients. That doesn't stop most people from eating them though. Evelyn lives alone, but likes visitors. She is cheery and friendly, with never a bad word about anyone.
When did he first draw blood? Thalen was there with him.
A brigand was waylaying villagers on the road, but you decided to put an end to his robbery. +2 CON, Knack: Resilience.
Thalen traveled with me for two weeks, hunting the thief down (he gains +1 CON).
The Druidic Arts
The character receives a +2 bonus to casting rolls for cantrips and rituals when outside of a dwelling and within a forest, as well as to rolls to gather herbs, tend trees, or otherwise interact directly with woodlands.
And Ophira is Neutral, but for her that means that is the balance between stasis and change; all things change in the cycle of nature, life, and death.
Second, where are these traits from? One of the later books?
Rolling for starting silver: 15
Buying leather armor for 5 silver and holding onto the remaining 10.
Rolls
Silver - (4d6)
(6135) = 15