Heroes of Baldur's Gate
An Ancient Prophecy
“The God of Murder shall perish, but in his doom he shall spawn a score of mortal progeny. Chaos will be sown from their passage. So sayeth the wise Alaundo.”
Excerpt from The Endless Chant
This prophecy refers to the god Bhaal. He was one of three mortals, including Bane and Myrkul, who ascended to godhood centuries ago by slaying the death god, Jergal. Reveling in his newfound power, Bhaal transformed himself into the Lord of Murder. He was an entirely wicked, evil deity, revered only by assassins and nihilistic, power-hungry sadists.
In 1358 DR, during the Time of Troubles, Bhaal was one of many gods forced to walk Faerûn as mortals. During this time, he was slain by the sword Godsbane, leaving his throne empty. But before his death, Bhaal fathered many children, each possessing a portion of his fractured divinity. These children came to be known as Bhaalspawn, seeds of the Lord of Murder.
The ancient prophecy is now coming to pass, with disastrous consequences for the Sword Coast. It began with the Iron Crisis.
The Iron Crisis
One year ago, the great nations of Baldur's Gate and Amn were nearly manipulated into a war by a powerful Bhaalspawn named Sarevok. Sarevok was one of the leaders of a mercantile guild called the Iron Throne. He used the influence of his organization to try and plunge the region into a bloody war. In his mind, the resulting death and slaughter would make him a worthy successor to his malevolent father.
Before his ambitions could be realized, Sarevok was slain by another Bhaalspawn, called "Gorion's ward", who was working with an organization known as the Harpers. Gorion's ward gathered a group of companions from across the Sword Coast who stood together to defeat Sarevok and his minions. The Iron Crisis was averted, but Bhaal's throne remains empty.
While many are aware of the role that the Iron Throne played in this conflict, very few are aware of the Bhaalspawn or their prophecy. Tensions between Baldur's Gate and Amn remain high. The Iron Throne has been cast down: its leaders killed, its followers scattered, and its strongholds abandoned.
The Sword Coast
The port city of Baldur’s Gate is the pride of West Faerûn, a mercantile stronghold ruled by the famous Grand Dukes. It lies in the north of the region known as the Sword Coast. Some say it took its name from the white cliffs that rose up sharply for hundreds of miles along the coastline between the river Dessarin and Baldur's Gate. Traveling author Volothamp Geddarm attributed the region's name to its dangerous inhabitants, both humanoid and bestial.
Adventure Setting
HoBG takes place in the Forgotten Realms in 1368 DR, one year after the defeat of Sarevok at the hands of Gorion's Ward and the heroes mentioned by this adventure's title. This is roughly 100 years before the current age of Faerûn in standard D&D 5e. Deities and mortals alike continue to adjust to the major changes brought on during the so-called "Time of Troubles", a tumultuous event that marked the beginning of the Era of Upheaval a decade ago.
A respectable chunk of the adventure will take place in a big city (Baldur's Gate), but as the adventure goes on you'll explore the Sword Coast as well.
Character Creation
Level
All characters start at level 1.
Races
- All official races and subraces are allowed.
- Variant Human is allowed (+1 to two different ability scores, proficiency in one skill of choice).
- All races, including variant humans, gain one feat of choice as a racial ability.
Classes
- All classes and multiclass combinations are allowed.
- Unearthed Arcana classes are allowed.
Ability Scores
Choose one method to calculate your ability scores:
- Standard array. Assign 15, 14, 13, 12, 10 and 8 to your abilities as you see fit.
- Roll for it. Roll 4x six-sided dice and record the cumulative total of the highest 3. Repeat this until you have 6 scores, and assign them to your abilities.
- Point buy. All ability scores start at 8. Take 25 points to spread out among all abilities. For ability scores of 14 or lower, you buy additional points on a 1-for-1 basis. For ability scores higher than 14, it costs a little more:
Ability score | Point cost |
---|---|
9 | 1 |
10 | 2 |
11 | 3 |
12 | 4 |
13 | 5 |
Ability score | Point cost |
---|---|
14 | 6 |
15 | 8 |
16 | 10 |
17 | 13 |
18 | 16 |
Backgrounds
- All official backgrounds are allowed. Ask if you want to use a custom background.
- HoBG features something called Epic Backgrounds. These backgrounds have stronger connections to this particular story.
Epic Backgrounds
Child of Bhaal
Decades ago, many gods were killed in the Godswar. The Lord of Murder, Bhaal, foresaw his demise and stalked the mortal world, fathering children with dozens of women of every race. The children born from these unions all carried the divine spark of Bhaal. You are one of these children. The taint of Bhaal grants you powers beyond those typical of your race and heritage. At least, that is what you've been told…
So far, none of your powers have manifested. While you have always had the free will to choose your own path, your father's shadow looms large. You know that Bhaal expected to return to life, once his children had slaughtered one another to the last. If you were the last remaining Bhaalspawn, would you become a god? Or would you be no more than a vessel for your malevolent father? You may choose to embrace this destiny and hunt down your siblings, or you may try to forever rid yourself of your father's tainted ‘gift’.
Skill Proficiencies: Survival, Intimidation
Languages. One of your choice
Equipment. A set of common clothes, a holy symbol of Bhaal, a book that describes Alaundo's prophecy, a belt pouch containing 10gp
Fortitude of Bhaal. When you are killed, your soul is drawn to the Throne of Bhaal, where it must wait along with all of its siblings until only one Bhaalspawn remains alive. This means that resurrection magic will no longer work on your dead body after being dead for one day.
However, this is offset by the fact that you are more resilient than others of your race. When you are forced to make death saving throws, you are not dead until you have failed four rolls (instead of three).
Suggested characteristics
Bhaalspawn come from every race and walk of life, born to mortal mothers scattered across Faerûn. Some were raised in isolated Bhaalite temples, while others were adopted by families who were ignorant of their father's identity. Bhaalspawn are typically indistinguishable from others of their race, except that they feel an unusual impulse to perform violent and evil acts. They exult in the thrill of such violence, even if they experience shame and remorse afterwards. Many go on to choose professions best suited to these traits, becoming expert mercenaries and hunters.
![Symbol of Bhaal](https://vignette.wikia.nocookie.net/forgottenrealms/images/9/9c/Bg_icon.png/revision/latest?cb=20160221202306)
The symbol of Bhaal, the Lord of Murder.
d6 | Personality Trait |
---|---|
1 | Growing up in a land still recovering from the chaos of the Time of Troubles has led me to hold the gods in contempt. Learning my father's identity has only strengthened this conviction. |
2 | My past is complicated. It's easiest to lie about it. |
3 | I am tenacious in the pursuit of my goals. Once I've decided on a course of action, I won't stop until it's done. |
4 | I've felt strangely detached from the world around me for as long as I can remember. |
5 | I am perpetually gripped by wanderlust and hate being tied down to one place for long. |
6 | I am blunt in my interactions with others. Why skirt the issue when candor gets results? |
d6 | Ideal |
---|---|
1 | Freedom. My life is my own, and only I decide how to live it (Chaotic) |
2 | Destiny. I am obligated to fulfill whatever purpose fate has prepared for me. (Lawful) |
3 | Redemption. Even someone born of evil can choose to do good. (Good) |
4 | Power. One day I will be strong enough to bend others to my will. (Evil) |
5 | Adventure. The greatest thrill in life is exploring the unknown and overcoming its challenges. (Any) |
6 | Aspiration. My divine blood will help me to achieve greatness. (Any) |
d6 | Bond |
---|---|
1 | I still regularly visit the orphanage or temple where I was raised and donate to it whenever I can. |
2 | A particular teacher from my youth inspired me to be the person I am today. |
3 | My pet or familiar is my closest companion. |
4 | I am convinced that someone is hunting me, though I have no idea of their identity or motivation. |
5 | I owe everything to my adoptive parents and would give my life to protect them. |
6 | I'm not sure where I fit in in this world, but I'm convinced that I will find my place one day. |
d6 | Flaw |
---|---|
1 | Ever since discovering my heritage, I've felt a strong sense of superiority over lesser mortals. |
2 | I secretly enjoy giving in to the bloodlust that boils within me. |
3 | I am always on edge and overly suspicious of others' motives. |
4 | I refuse to accept that Bhaal's taint is within me and am in deep denial of my heritage. |
5 | Making friends has always been difficult for me. |
6 | I have a bad temper that is easily triggered by minor inconveniences. |
The Awakened Clone
You are a clone of one of the most powerful archmagi to have ever lived. Unlike a typical clone, the soul of the archmage never animated the body. Instead, the clone body was discarded and remained dormant for centuries. For some reason, you have awakened not as an empty vessel, but with an identity and morality that is uniquely your own. However, this new life is missing one important thing: a soul. Deep down inside, you feel incomplete, and you desperately wish to create a soul for yourself, but only the gods have that power.
You may choose to describe the archmage that you were cloned from, or you may choose from one of the famous archmagi listed below:
- Azuth, before he ascended to godhood.
- Halaster Blackcloak, ruler of Undermountain.
- Karsus, the wizard whose magic destroyed the Netheril Empire and created the Anauroch desert.
- Acererak, the wizard on the cover of the Dungeon Master's Guide, before he became a lich.
Skill Proficiencies: Arcana, Insight
Languages: Two of your choice
Equipment: A set of common clothes, a belt pouch containing 15 gp
Empty Vessel. Because you don't have a soul, resurrection magic can restore you to life no matter how much time has passed. For example, a revivify spell will always work on your body, even weeks after you died. The only drawback is that true resurrection and wish spells are unable to bring you back to life if your body is destroyed.
Suggested characteristics
As the perfect duplicate of an archmage, an Awakened Clone possesses the same raw potential as the original. Though they may not choose to study the arcane, they are highly intelligent and have a natural aptitude for magic. An Awakened Clone learns with astonishing speed and can master skills quickly, even if their limited experience can make them as naive as children.
d6 | Personality Trait |
---|---|
1 | I am plagued by dreams and nightmares from a life that I never lived. |
2 | Life is absurd. Dire circumstances are just about the only things that I take seriously. |
3 | My lack of background knowledge of the world helps me keep an open mind. For better or worse, I largely hold no prejudices. |
4 | I am experiencing most things for the first time, which has made me prone to overindulgence. |
5 | I was "born" into this world with nothing and treasure my few belongings. I take good care of even the most minor trinket. |
6 | There is no greater joy than that I find in helping others. |
d6 | Ideal |
---|---|
1 | Knowledge. There is always a way to accomplish my goals, so I must learn as much as I can. (Any) |
2 | Independence. I am confident in my own abilities and need help from no one, least of all the wizard who created me. (Chaotic) |
3 | Compassion. I am convinced that caring for other people is the key to gaining a soul. (Good) |
4 | Belonging. Finding my place in a community helps me to forget how different I am. (Any) |
5 | Objectivity. My feelings of detachment from society are a gift. This impartiality helps me to make the right decisions. (Neutral) |
6 | Loyalty. My connections to others are few in number but unbreakably strong. (Lawful) |
d6 | Bond |
---|---|
1 | I admire the wizard from whom I was cloned and hope to one day become as adept as they are. |
2 | I have a close friendship with someone who does not know the secret of my origin. |
3 | I am indebted to my mentor, who has taught me most of what I know. |
4 | I want to make a name for myself by seeking fame and fortune, enough to overshadow even my creator. |
5 | I am obsessed with history, especially that which concerns my origins, and I research it as much as I can. |
6 | I resent the wizard who created me and carry a strong grudge against mages in general. |
d6 | Flaw |
---|---|
1 | Even though I try to hide it, I believe myself to be less than whole. I'm not a 'real' person. |
2 | I feel an intense jealousy toward anyone who has led a 'normal' life. |
3 | I am so focused on my quest for a soul that I ignore all else, including the safety of myself and others. |
4 | I am slow to trust other people to the point where most interpersonal relationships are difficult for me. |
5 | There are holes in my knowledge of the world that often put me in danger. |
6 | I sometimes experience identity crises that cause me to confuse myself with my original creator. |
The Last Emperor
You are the last emperor of one of Faerûn's most powerful ancient dynasties. Thousands of years ago, the overconfidence of your family brought about the ruin of your entire civilization. Millions died, and your culture was erased from history. As the crown prince, you needed to be protected before the final fall, and so you were entombed deep beneath the earth. You were placed within an adamantine casket that would protect you until it was safe for you to rise again and resume your family's dynasty.
That time never came. You were forgotten, buried for thousands of years, until your tomb was discovered by archeologists. Your wondrous casket was displayed in a museum as an artifact of unknown nature and origin. Recently, someone realized the truth and used powerful divine magic to open your casket and return you to life.
They also stole your casket. You don't know who was responsible for the theft or why they did it. All you know is that you exist in a new world, separated by thousands of years from the one that you knew.
You may choose to describe the empire that you came from, or you may choose one from the list below:
- The Netheril Empire. Your family allowed the archmage Karsus to unleash magics that turned the empire into the Anauroch desert.
- The Kingdom of Narfell. Your family foolishly engaged the battle wizards of Raumathar in a cataclysmic war that destroyed both nations.
- The Empire of Imaskar. Your family battled the gods of Mulhurand and Unther, and lost. All that remains of your empire is the Raurin desert.
Skill Proficiencies: Arcana, Persuasion
Languages: Choose four 'exotic' languages
Equipment: A set of fine clothes, a silver signet ring worth 25 gp
Dreams of Warning. Every night, you dream of your ancient life: your forgotten friends and family, and your lost lovers. It feels like they are trying to tell you something, but you always awaken before the words can be spoken. One thing that your lost loved ones can do is warn you of impending danger. When resting, you cannot be surprised.
Suggested Characteristics
How the last emperor interacts with the modern world is a defining characteristic of their story. They may adapt quickly to this radical change in fortune, or not. They might become a sympathetic figure, a tragic victim of ancient hubris. Or they might come to embody the same flaws that wiped out their original civilization. Likewise, they may possess a regal bearing that transcends time or display alien customs that unnerve modern Faerûnians.
d6 | Personality Trait |
---|---|
1 | This new world fascinates me; I want to learn everything I can about it. |
2 | I have a habit of using idioms from my native language that have been translated literally. They don't make much sense to most people. |
3 | Etiquette has greatly changed since my interment. The rudeness these modern folk display shocks me. |
4 | I have cultivated a grim sense of humor to cope with the loss of everything I've ever known. |
5 | I sometimes have trouble separating my dreams and memories from reality. This can be very disorienting. |
6 | My mind is preoccupied with events on a grand scale. I am indifferent to the problems of others. |
d6 | Ideal |
---|---|
1 | Humility. My time among the common people has taught me humility. Perhaps my empire would have survived if not for our arrogance. (Good) |
2 | Knowledge. Understanding the world around me is key to regaining at least some of my status. (Any) |
3 | Community. The past can't be changed. I must find my place in the present. (Lawful) |
4 | Conquest. I will recreate my lost empire. (Evil) |
5 | Respect. I crave the same level of respect that I once took for granted. (Any) |
6 | Adventure. With nothing left to lose, the thrill of exploration is all that matters to me. (Chaotic) |
d6 | Bond |
---|---|
1 | I worship a forgotten or obscure god. |
2 | A historian, scholar, or linguist who specializes in studying my culture has been instrumental in my adjustment to this new life. |
3 | It is my duty to tell the story of my culture. I will not allow my empire to be forgotten. |
4 | I feel protective towards descendants of my people. |
5 | Since being revived, I have made a close friend or taken a lover who reminds me of someone long dead. |
6 | I am dedicated to prevent the people of this age from making the same mistakes that destroyed my empire. |
d6 | Flaw |
---|---|
1 | I feel absolute contempt for the feckless ignorance of the common folk that surround me. |
2 | I remain intensely bitter over the loss of my empire. |
3 | I am accustomed to always getting my way, and I give up very easily when things get hard. |
4 | I avoid manual labor at all cost. Such work is beneath me. |
5 | I am annoyed by anyone unfamiliar with or misinformed about my great empire. This applies to most people in modern Faerûn. |
6 | My regal bearing makes me seem rude to people, and the peons have the nerve to complain about it! |
Reincarnated
You were once a powerful green dragon that terrorized the Cloakwood forest for decades. Born centuries ago, you grew to adulthood feeding off of those foolish enough to trespass in your domain. You were the most feared creature in the forest, and you had no rival. Unfortunately, your overconfidence was your undoing. You came into conflict with a faction known as the Shadow Druids. Thinking them insignificant, you were surprised when they were able to trap and kill you with powerful nature magic. Instead of leaving you dead, the leader of the Shadow Druids reincarnated you into the form of one of the pathetic humanoids that you once hunted as prey. You don't know why she did this.
While you possess the memories of your old life, it doesn't define who you are now. Your new body has instilled an affinity for those of the same race. You have an opportunity to start a new life. You might even want to atone for the suffering that you caused as a dragon. But first things first: You need to recover your beloved treasure hoard. Those thieving Shadow Druids stole it from you, and stealing from a dragon is a fatal mistake.
Skill Proficiencies: Deception, Insight
Languages: Draconic and choose one 'exotic' language
Equipment: A set of common clothes, a belt pouch with 10 gp
Draconic Memories. You retain the knowledge you accumulated over the centuries that you lived as a dragon, and you remember your old home quite well. As a result, you have advantage on all Intelligence (Nature) and Wisdom (Survival) checks when within the Cloakwood. This advantage also applies to any Intelligence (Arcana and History) checks that involve recalling information about the Cloakwood and its immediate area.
Suggested Characteristics
Although their previous life as a dragon largely defines their sense of self, the Reincarnated has also experienced a lifetime as a humanoid, albeit a much shorter one. The struggle to reconcile the two can be a great source of inner turmoil or something they never consciously think about. The Reincarnated may develop strong feelings of loyalty to their new community while also feeling alienated from it. One characteristic from the previous life of a Reincarnated is that it's impossible to ignore the feeling of ownership over one's lost dragon hoard. It must be reclaimed!
d6 | Personality Trait |
---|---|
1 | I am fascinated by humanoid ingenuity. What they can accomplish with so little is truly remarkable. |
2 | Threats do not faze me. I have already died once and can think of no worse punishment than my current form. |
3 | I never forget an insult. |
4 | My draconic greed has transcended reincarnation. I demand high payments and endlessly count my coins. |
5 | I prefer to stay away from urban environments. I've never been able to get used to the constant noise. |
6 | I freely discuss my previous life and become enraged when others don't believe my tales. |
d6 | Ideal |
---|---|
1 | Atonement. I am genuinely remorseful for my past, and I seek to redeem other evil creatures. (Good) |
2 | Glory. I strive for greatness, even though I am held back by this weak humanoid body. (Any) |
3 | Power. I will be feared once more. (Evil) |
4 | Adaptability. I will take advantage of any opportunity I can find in this state. (Chaotic) |
5 | Restraint. I see that my recklessness was what sealed my fate. I will not repeat this mistake. (Lawful) |
6 | Vengeance. I will track down the fools who cursed me and exact retribution. (Evil) |
d6 | Bond |
---|---|
1 | I still view other dragons as my kin and attempt to engage them as equals. |
2 | After learning more about the Harpers, I have come to respect the organization. |
3 | My hatred of the Shadow Druids continues to burn. I distrust all druids by extension. |
4 | I fervently study the arcane arts to find a way to restore my form. |
5 | I have grown to love my new home and would do anything to protect it. |
6 | My new perspective has made me curious. I want to explore the rest of the Sword Coast and even the lands beyond. |
d6 | Flaw |
---|---|
1 | I remain arrogant and disdainful of the lesser creatures I known find myself surrounded by. |
2 | I am vulnerable to flattery, especially that which takes into account my draconic nature. |
3 | I am still unused to having such a fragile body and tend to underestimate risks of physical harm. |
4 | The vivid memories of my past life can confuse me. Sometimes I forget common knowledge and etiquette. |
5 | I continue to feel the compulsion to amass a hoard. |
6 | I experienced a bad fall in this new form that has instilled in me a significant fear of heights. |