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CuRSE OF STRAHD: CHARACTER OPTIONS, Lecture notes of Religion

6. You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered. 7. A hag kidnapped and raised you. You escaped, but.

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@2016 Wizards of the Coast LLC
Monster Hunter’s Pack
A monster hunter’s pack includes a chest, a crowbar, a
hammer, three wooden stakes, a holy symbol, a flask of
holy water, a set of manacles, a steel mirror, a flask of oil, a
tinderbox, and three torches. Purchasing the pack costs 33
gp, which is cheaper than buying its contents individually.
Char acter Background
During cha racter creation, players ca n select the fol-
lowing backgrou nd for their characters, w ith the DM’s
approval. It is appropriate for any character or campaign
associated with eeriness or horror.
Haunted One
You are haunted by something so terr ible that you dare
not speak of it. You’ve tried to bury it and flee from it, to
no avail. This thing that haunts you can’t be slain with
a sword or banished wit h a spell. It might come to you
as a shadow on the wall, a bloodcurdling nightmare, a
memory that refuse s to die, or a demonic whisper in t he
dark. The burden has taken its toll, isolati ng you from
others and mak ing you question your sanity. You must
find a way to overcome it before it destroys you.
Skill Proficienc ies: Choose two from among Arca na,
Investigation, Religion, and Survival
Languages: Choose one exotic language (Abys sal, Ce-
lestial, Deep Speech, Draconic, Infernal, Primordial,
Sylvan, or Undercommon)
Equipment: A monster hunter’s pack (see the sidebar),
a set of common clothes, and one trinket of special
significa nce (choose one or roll on the Gothic Trinket s
table after this background)
Featur e: Heart of Dark ness
Those who look into your eyes ca n see that you have
faced unimaginable horror and that you are no st ranger
to darkness. T hough they might fear you, commoners
will extend you ever y courtesy and do their utmost to
help you. Unless you have shown yoursel f to be a danger
to them, they will even t ake up arms to fight alongside
you, should you find yourself facing an enemy alone.
Har rowing Event
Prior to becoming a n adventurer, your path in life was
defined by one dark moment, one fateful decision, or one
tragedy. Now you feel a darkness th reatening to con-
sume you, and you fear there may be no hope of escape.
Choose a harrow ing event that haunts you, or roll one
on the Harrowi ng Events table.
Suggested Characteristics
You have learned to live with the terror t hat haunts you.
You are a survivor, who can be ver y protective of those
who bring light into your darkened life.
Personality Traits
d8 Personality Trait
1I don’t run from evil. Evil runs from me.
2 I like to read and memorize po etry. It keeps me c alm
and brings me flee ting moments of happine ss.
3I spend money freely and live life to the fullest,
knowing that tomorrow I might die.
4I live for the thrill of the hun t.
5 I don’t talk about the t hing that torments me . I’d
rather not burden ot hers with my curse.
6 I expect danger around every corner.
7I refuse to become a vic tim, and I will not allow others
to be victimized.
8 I put no trust in divine be ings.
Ideals
d6 Ideal
1 I try to help those in n eed, no matte r what the
personal cost. (Go od)
2 I’ll stop the spirits that haunt me or die trying. (A ny)
3I kill monsters to make the w orld a safer place, and to
exorcise my own demons. (Good)
4 I have a dark calling that puts me above the law.
(Chaotic)
5 I like to know my enemy’s capabili ties and weaknesses
before rushing into bat tle. (Lawful)
6 I’m a monster that destroys other monsters, an d
anything else that ge ts in my way. (Evil)
Curse of Strahd: Character Options
Harrowing Event
d10 Event
1A monster that slaughtered dozens of innocent people
spared your life, and you don’t know why.
2You were born under a dark star. You can feel it
watching you, coldly and dis tantly. Sometimes it
beckons you in the dead of night.
3An apparition that has haunted your family for
generations now haunt s you. You don’t know what it
wants, and it won’t leave you alone.
4Your family has a history of prac ticing the dark arts.
You dabbled once and felt some thing horrible clutch
at your soul, whereup on you fled in terror.
5 An oni took your sibling one cold, dark night, and you
were unable to stop it .
6 You were cursed with lycant hropy and later cured. You
are now haunted by the innocents you slaughtere d.
7 A hag kidnapped and raise d you. You escaped, but
the hag still has a magical hold over you and fills your
mind with evil thoughts.
8You opened an eldritch tome an d saw things unfit for
a sane mind. You burned the book , but its words and
images are burned into your psyche.
9A fiend possessed you as a child. You were locked
away but escaped. T he fiend is still inside you, b ut
now you try to kee p it locked away.
10 You did terrible things to avenge th e murder of
someone you loved. You became a monster, and it
haunts your waking dreams.
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@2016 Wizards of the Coast LLC

Monster Hunter’s Pack

A monster hunter’s pack includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and three torches. Purchasing the pack costs 33 gp, which is cheaper than buying its contents individually.

Character Background

During character creation, players can select the fol- lowing background for their characters, with the DM’s approval. It is appropriate for any character or campaign associated with eeriness or horror.

Haunted One

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it, to no avail. This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it destroys you.

Skill Proficiencies: Choose two from among Arcana, Investigation, Religion, and Survival Languages: Choose one exotic language (Abyssal, Ce- lestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon) Equipment: A monster hunter’s pack (see the sidebar), a set of common clothes, and one trinket of special significance (choose one or roll on the Gothic Trinkets table after this background)

Feature: Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Harrowing Event Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to con- sume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.

Suggested Characteristics You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life. Personality Traits d8 Personality Trait 1 I don’t run from evil. Evil runs from me. 2 I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. 3 I spend money freely and live life to the fullest, knowing that tomorrow I might die. 4 I live for the thrill of the hunt. 5 I don’t talk about the thing that torments me. I’d rather not burden others with my curse. 6 I expect danger around every corner. 7 I refuse to become a victim, and I will not allow others to be victimized. 8 I put no trust in divine beings.

Ideals d6 Ideal 1 I try to help those in need, no matter what the personal cost. (Good) 2 I’ll stop the spirits that haunt me or die trying. (Any) 3 I kill monsters to make the world a safer place, and to exorcise my own demons. (Good) 4 I have a dark calling that puts me above the law. (Chaotic) 5 I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful) 6 I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)

Curse of Strahd: Character Options

Harrowing Event

d10 Event 1 A monster that slaughtered dozens of innocent people spared your life, and you don’t know why. 2 You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night. 3 An apparition that has haunted your family for generations now haunts you. You don’t know what it wants, and it won’t leave you alone. 4 Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror. 5 An oni took your sibling one cold, dark night, and you were unable to stop it. 6 You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered. 7 A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts. 8 You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche. 9 A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away. 10 You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.

@2016 Wizards of the Coast LLC

Bonds

d6 Bond 1 I keep my thoughts and discoveries in a journal. My journal is my legacy. 2 I would sacrifice my life and my soul to protect the innocent. 3 My torment drove away the person I love. I strive to win back the love I’ve lost. 4 A terrible guilt consumes me. I hope that I can find redemption through my actions. 5 There’s evil in me, I can feel it. It must never be set free. 6 I have a child to protect. I must make the world a safer place for him (or her).

Flaws

d6 Flaw 1 I have certain rituals that I must follow every day. I can never break them. 2 I assume the worst in people. 3 I feel no compassion for the dead. They’re the lucky ones. 4 I have an addiction. 5 I am a purveyor of doom and gloom who lives in a world without hope. 6 I talk to spirits that no one else can see.

Gothic Trinkets

When rolling for a trinket, consider using this table, which is designed for a gothic game.

Trinkets

d100 Trinket 01–02 A picture you drew as a child of your imaginary friend 03–04 A lock that opens when blood is dripped in its keyhole 05–06 Clothes stolen from a scarecrow 07–08 A spinning top carved with four faces: happy, sad, wrathful, and dead 09–10 The necklace of a sibling who died on the day you were born 11–12 A wig from someone executed by beheading 13–14 The unopened letter to you from your dying father 15–16 A pocket watch that runs backward for an hour every midnight 17–18 A winter coat stolen from a dying soldier 19–20 A bottle of invisible ink that can only be read at sunset 21–22 A wineskin that refills when interred with a dead person for a night 23–24 A set of silverware used by a king for his last meal 25–26 A spyglass that always shows the world suffering a terrible storm 27–28 A cameo with the profile’s face scratched away

d100 Trinket 29–30 A lantern with a black candle that never runs out and that burns with green flame 31–32 A teacup from a child’s tea set, stained with blood 33–34 A little black book that records your dreams, and yours alone, when you sleep 35–36 A necklace formed of the interlinked holy symbols of a dozen deities 37–38 A hangman’s noose that feels heavier than it should 39–40 A birdcage into which small birds fly but once inside never eat or leave 41–42 A lepidopterist’s box filled dead moths with skull- like patterns on their wings 43–44 A jar of pickled ghouls’ tongues 45–46 The wooden hand of a notorious pirate 47–48 A urn with the ashes of a dead relative 49–50 A hand mirror backed with a bronze depiction of a medusa 51–52 Pallid leather gloves crafted with ivory fingernails 53–54 Dice made from the knuckles of a notorious charlatan 55–56 A ring of keys for forgotten locks 57–58 Nails from the coffin of a murderer 59–60 A key to the family crypt 61–62 An bouquet of funerary flowers that always looks and smells fresh 63–64 A switch used to discipline you as a child 65–66 A music box that plays by itself whenever someone holding it dances 67–68 A walking cane with an iron ferule that strikes sparks on stone 69–70 A flag from a ship lost at sea 71–72 Porcelain doll’s head that always seems to be looking at you 73–74 A wolf’s head wrought in silver that is also a whistle. 75–76 A small mirror that shows a much older version of the viewer 77–78 Small, worn book of children’s nursery rhymes. 79–80 A mummified raven claw 81–82 A broken pendent of a silver dragon that’s always cold to the touch 83–84 A small locked box that quietly hums a lovely melody at night but you always forget it in the morning 85–86 An inkwell that makes one a little nauseous when staring at it 87–88 An old little doll made from a dark, dense wood and missing a hand and a foot 89–90 A black executioner’s hood 91–92 A pouch made of flesh, with a sinew drawstring 93–94 A tiny spool of black thread that never runs out 95–96 A tiny clockwork figurine of a dancer that’s missing a gear and doesn’t work 97–98 A black wooden pipe that creates puffs of smoke that look like skulls 99–00 A vial of perfume, the scent of which only certain creatures can detect