Groundling Adventurer

You are one of the small fae folk — a ‘Groundling’ or ‘Dirt-Faerie’ as the Imperials often call them. The lands of your own people in the hills and mountains are no longer a home for you. You have journeyed to the lands of men to find your fortune and make your own way. Somehow, you have made strange friends in places where you expected to find only foes. And more importantly treasure.

Prerequisites: You are born of Faerie and may be of any race other than Human. Your race must be Small sized.
Starting Stats: You are strong and hardy, but sometimes have difficulty holding your tongue. Your Strength and Constitution begin at 12, your Charisma begins at 6, and all of your other ability scores begin at 8.
Initial Equipment: A Traveler’s Outfit, Studded Leather Armor, a Dagger, 5 days Dwarven Trail Rations, a Common Dungeoneering Kit, and 4d10s.
Initial Feats: You gain the Dwarf Blooded feat1.
Free Trait: Choose one Family or Campaign Trait.

How did you come to the lands of men?

1d12 What is the history of your family? Gain
1 They made great warriors in the goblin wars. +2 Str, +1 Dex, +1 Con, +1 Wis, Tunnel Fighter trait
2 One of your forefathers slew a ferocious wyrm which had long troubled your people. +2 Int, +1 Str, +1 Dex, +1 Con, Dragon Tracker trait
3 Your family made its home in the rolling foothills, farming the land and providing for those who lived in the caves below them. +2 Wis, +1 Dex, +1 Con, +1 Cha, Earthbound trait
4 The beards of your family grow long and silky, a source of great pride. +3 Cha, +1 Str, +1 Wis, Ambitious trait
5 For long ages your family has forged the finest weapons. +2 Dex, +2 Int, +1 Str, Eldritch Smith trait
6 They were the ruling clan of a mighty hold. +2 Cha, +1 Con, +1 Int, +1 Wis, Regal Presence trait
7 They are chanters and storytellers who keep the old songs. +2 Cha, +2 Int, +1 Wis, Warrior Poet trait
8 They have always worked the deepest mines, mining the richest veins of precious metals and gems. +2 Str, +2 Con, +1 Int, Deep Marker trait
9 The ale made in your family’s brewery is famous around the world. +2 Wis, +1 Con, +1 Int, +1 Cha, Brewmaster trait
10 Your forefathers had to leave one of the great dwarven kingdoms ages ago and found their own home in unwelcoming lands. +2 Con, +1 Str, +1 Int, +1 Cha, Child of Platinum trait
11 Your people have always lived near the local savages, trading with them and sharing stories. +2 Cha, +1 Dex, +1 Con, +1 Wis, Business Venturer trait
12 Your eyes burn with the greed that has long infected your kin. +1 Str, +1 Dex, +1 Con, +1 Int, +1 Wis, Goldsniffer trait

Add a location to the village.

1d8 What drove you from the lands of your people? Gain
1 You broke a sacred oath and must now live in shame elsewhere. +2 Wis, +1 Con, God Scorn trait
2 Simple curiosity led you far from home. +2 Int, +1 Cha, Dangerously Curious trait
3 Being a kind-hearted soul, you believe that men and dwarves can help one another. +2 Cha, +1 Dex, Clearheaded trait
4 Ancient songs and stories led your tireless legs far from home. +1 Con, +1 Int, +1 Wis, Rude Songs trait
5 You decided that the age of exploration had arrived, and wanted to be a part of great deeds. +2 Con, +1 Wis, Zest for Battle trait
6 You were confident that your unusual skills would help you earn your way in the colonies. +2 Dex, +1 Int, Deep Guardian trait
7 You wanted to confront the ancient enemies of your people. +1 Str, +1 Con, +1 Int, Ruthless trait
8 Your home town was destroyed by Giants. +2 Str, +1 Con, Blooded trait
1d8 When you left your home, you found it difficult to live with the other colonists. However, the other characters became your fast friends. Who else became your friend? Gain
1 The blacksmith is fascinated by you and wishes to learn the ways of runecraft. +2 Str, +1 Con, Artisan’s Tools (armorsmithing or weaponsmithing).
2 You overcame your fear of moving water with the fishermen. +2 Dex, +1 Wis, a Flotation Device.
3 Most colonists found you too strange, and were frightened of you. You spent much time alone. +1 Con, +1 Int, +1 Wis, a Blank Journal and a bundle of Charcoal.
4 One of the colony’s elders told you ancient stories of elves and men. +2 Int, +1 Wis, a Pipe and 2 doses Keif.
5 The local governor swears that his grandfather fought with yours in a nearly forgotten war. +2 Str, +1 Cha, an old, dwarf-sized Soldier’s Uniform.
6 The brewmaster regularly has you sample his ales. +2 Con, +1 Cha, a small keg of Lurlurch Ale (10 doses, works on you regardless of race) and a Clay Mug.
7 You served your time in the militia, aiding them in the protection of their lands. +1 Str, +1 Con, +1 Cha, a Heavy Wooden Shield and a Spear.
8 The old witch knows your true name but is far too kind to ever use it against you. +1 Dex, +1 Int, +1 Wis, a Spellbook with two 1st-level words of your choice.

Add an NPC to the village.

You began to seek your fortune by strength of arms. What have you learned on your adventures so far?

d6 How do you plan to build your hoard? Gain
1 Your road leads you on many dangerous journeys, but wealth is at the end of them all. +2 Wis, Walking Ward trait
2 You will build your hoard by picking your battles. +2 Str, Cautious Warrior trait
3 It’s easier to mine a rich man’s house than a vein of gold. +2 Dex, Criminal trait
4 You hold in your memory the locations of the entrances to several lost fae tombs and you plan to take their faerie gold. +2 Con, Tomb Treader trait
5 There are many forgotten ancient cities in the mountains, riddled with traps and monsters. You will enter them all. +2 Int, Relic Hunter trait
6 You plan to settle down after you have enough money for your own workshop. +2 Dex, Civic Artisan trait
d6 Like all respectable dwarves, you bear the weapon of your fathers. What is it? Gain
1 A beautiful axe bearing golden runes. +3 Str, a Masterwork Dwarven Waraxe, Ancestral Weapon Mastery feat.
2 A short but broad blade of heirloom steel. +3 Con, a Masterwork Shortsword, Short Blade Warrior feat.
3 A mighty warhammer. +3 Con, a Masterwork Warhammer, Bludgeoner feat.
4 A pair of fine hand axes. +3 Dex, 2 Masterwork Handaxes, Two-Weapon Fighting feat.
5 A huge axe, tall as you are. +3 Str, a Masterwork Greataxe, Let Them Come feat.
6 A stout bow and a quiver of black arrows.. +3 Dex, a Masterwork Shortbow, Quiver w/ 20 Arrows, Point Blank Shot feat.

Add a location to the village.

d6 What was your first big hassle amongst the colonists? The friend to your right was there with you. Gain
1 You were waylaid by a pack of giant spiders near the mountains. Your friend burned their webs as they descended from the trees. +2 Str, You and the friend to your right both gain the Burn It Down feat.
2 Two human lords were fighting a border skirmish and you got caught in the middle. The friend to your right fought with you and withstood a terrible blow and replied in kind. +2 Con, You and the friend to your right both gain the Broken Wing Gambit feat.
3 One day at dusk, you and your friend came upon two wizards having a shapechanging duel in the wilderness. The poor friend to your right didn’t have to stay a frog for all that long. +2 Wis, You and the friend to your right both gain the Living Fortress feat.
4 A tinker tried to pass you false gold, but you found him out and struck him in anger, nearly killing the cheat. The friend to your right put you on your guard. +2 Cha, You and the friend to your right both gain the Lookout feat.
5 It fell to you to save the bonny milkmaid from brigands on the road. The friend to your right got all the credit with the girl. +2 Dex, You and the friend to your right both gain the Trade Initiative feat.
6 You mistakenly stepped into a faerie ring and had to face the guardian. The friend to your right broke the circle and helped you escape. +2 Int, You and the friend to your right both gain the Escape Route feat.
d6 What treasure do you keep that first drew the other characters to you? Gain
1 A clockwork toy. +2 Int, a Puzzle Box (DC 20, can hold roughly 1/2 cubic foot).
2 A great ring, set with a large ruby. +2 Cha, a Ring (worth 100s, suitable for enchanting).
3 A bright hooded cape of beautiful silk. +2 Con, a Billow Cape.
4 A heavy oaken shield bearing your sign. +2 Str, a Masterwork Heavy Wooden Shield.
5 An untarnished silver chalice. +2 Con, a Hallowed Chalice.
6 A collection of special songs. +2 Wis, a Tome of Epics.

Add an NPC to the village.

1 Dwarf-Blooded: If your race would normally grant the “Slow and Steady” or “Stonecunning” traits, you may select any alternate racial trait that would replace either of them.

Groundling Adventurer

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