Bard rzeczny

You sing the stories of rivers and lakes, your talents soothing friends and the elements alike. You’ve seen more than most, but somehow it never seems to be enough.

Names

Gale, Piper, Brook, Adair, Stone, Dale, Wren, Cliff, Rain, Robin

Starting Gear

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Water Shoes
  • Brigandine (1 Armor, bulky)
  • Compass
  • Dagger (d6)

What songs are you best known for? Roll 1d6:

   
1 The Tinker’s Two-Step. A humorous fairy tale about a gift-giving traveler. Start with a Reed Whistle. Anyone in earshot must pass a WIL save to perform an act of violence.
2 The Sylph and Her Lover. A bawdy tale of lost love. Start with a Breeze Knot (3 charges). Creates a strong breeze. Recharge: Tie it to a mast during a storm.
3 Harper’s Devotion. A sad, short tale about a musician that falls in love with a star. Start with a Celestial Lute. Reveals the constellations above, no matter the weather.
4 The Reed Fisher. A celebrated song about a massive carp that always seems to get away. Begin with a spool of River Twine (5 uses). Each dip into the river guarantees a catch, though it might not be pleasant.
5 Song of the Silver Stream. A wordless lullaby that mimics flowing water. Take a Stone Flute that can calm almost any river.
6 The Thrush and the Meadow. A moody tale told in alternating chorus. Start with a Feather Quill (1 use, petty). A map drawn with this quill reveals the most expedient course between any two points.

What pays your way across the land? Roll 1d6:

     
1 Performance Performing at taverns always yields both room and board. Sometimes you even get tips! Start with an extra 10gp.
2 Bodyguard You are a protector for those afraid to travel alone. Start with a Rapier (d8).
3 Wares You buy low and sell high, always making just enough to get by. Take a single item worth 20gp (or less) from the gear table.
4 Transport You deliver “delicate” packages throughout the lands. You have at least one contact in any major town.
5 Sailor’s Friend Over troubled waters and dangerous winds, you always make sure a ship reaches its destination. For you, passage is always free.
6 Guide You shepherd caravans and travelers across water-soaked lands. Start a map (petty) relevant to your next journey.