Character Creation
In a Dungeons of Drakkenheim campaign, the player characters are the heart of the story. Their choices, conflicts, and personal goals could decide the fate of Drakkenheim, if they survive! Below are guidelines for creating a player character ready to take on the dark city. We recommend players and Game Masters collaborate closely during character creation for the best possible results.
Character Options and Backgrounds
Adventurers of any race or class in the Core Rules can be found in Drakkenheim.
- Appendix E - The World of Drakkenheim - describes how many character ancestries, religions, martial arts, and magical traditions fit into the wider world.
- Appendix F - Character Backgrounds - includes new backgrounds players may use to closely connect their characters to the events, people, and mysteries in Drakkenheim.
Personal Quests
A character’s core motivation for adventuring in Drakkenheim is represented by their personal quest. This is a specific individual objective for player characters to achieve during the campaign, but players need not reveal their personal quest to each other.
When a character completes their personal quest, they choose one of the following rewards:
Ability Score Improvement. One ability score of your choice increases by 2, as does your maximum for that score.
New Feat. You gain a bonus feat of your choice, subject to the GM’s approval.
Player characters may select from the quests below, or work with the Game Master to design one:
Apocalyptic Vision. I have been haunted by visions of the meteor for fifteen years. Every time I sleep, I see it crashing down upon me. My personal quest is to see for myself what lies at the heart of the crater. I must overcome whatever I find there in order to stop these nightmares.
Arcane Secrets. Forbidden lore lies in Drakkenheim. Several dark wizards living in the ruins have mastered terrible and powerful new magic. The Inscrutable Tower library stands unguarded, filled with spellbooks containing secret arcana. My personal quest is to learn these spells.
Blighted Landscape. A blight on the natural order envelops Drakkenheim, but the contamination could spread beyond the city. My personal quest is to study the unnatural phenomena found within the most corrupt places in the city: Queen’s Park Garden, the underground waterways, and the Crater’s Edge. Perhaps then I can develop a way to reverse the contamination.
Claim the Throne. Though my family has fallen on hard times, we were distantly related to the royal House von Kessel. I may have a claim to the throne of Drakkenheim. My personal quest is to search the cathedral, noble estates, and the castle for sufficient evidence to conclusively prove my inheritance. Then I will take the crown for myself.
Faction Aspirant. I believe strongly in the ideals and goals of one of the five factions: either the Amethyst Academy, the Followers of the Falling Fire, the Hooded Lanterns, the Knights of the Silver Order, or the Queen’s Men. My personal quest is to join the faction, aid their mission, climb the ranks, and rise to a high leadership position within their organization.
Family Matter. One of my family members or close friends has become mixed up with one of the factions. Perhaps they have foolishly decided to join the organization. Alternatively, they’ve been taken prisoner by the faction due to some trespass or misunderstanding. Either way, my personal quest is to bring them back home.
Find a Cure. I have a friend, family member, or loved one who was contaminated by delerium and turned into a monster. They have gone mad, and are lost somewhere in Drakkenheim. My personal quest is to locate them, then discover a way to reverse their horrific transformation.
Lost Heirloom. I used to live in Drakkenheim. My personal quest is to recover a lost heirloom from my old home, which was located somewhere in the Inner City. Perhaps the item is sentimental, valuable only to members of my family. Alternatively it may have magical properties, and I wish to use these powers to aid my own ambitions.
Monster Slayer. I wish to leave behind a heroic legacy by defeating dread beasts. My personal quest is to slay three of the greatest monsters rumoured to dwell in Drakkenheim, and bring back their heads as trophies. Each must be a notable creature with a challenge rating greater than my own level when I defeat them. My allies can assist me, but I must strike the decisive blow myself!
Overwhelming Debt. I owe a tremendous debt of 10,000 gold pieces, maybe more. My personal quest is to pay it back by making a fortune in Drakkenheim collecting delerium, plunder, and completing work-for-hire. Meanwhile, I must hide from bounty hunters my creditor send to kill me.
Personal Pilgrimage. As an acolyte of the faith, my personal quest is to visit several holy places in the city and perform a sacred ritual before the remains of the martyrs interred within each: the Cathedral of Saint Vitruvio, Saint Selina’s Monastery, and the Chapel in Castle Drakken. Through these devoted acts I will understand my place in the divine order.
Score to Settle. I have come to Drakkenheim to kill one of the faction leaders: either Archwizard Eldrick Runeweaver, Knight-Captain Theodore Marshal, Lord Commander Elias Drexel, Lucretia Mathias, or the Queen of Thieves. Perhaps I seek revenge for a past wrong. Alternatively, I may covet their position and wish to replace them. Either way, my personal quest is to slay them.
Character Relationships
The campaign begins with the player characters setting out on their first foray into the ruins, but how did they meet? Consider establishing a personal connection between two or more player characters, such as one of the following:
...siblings, cousins, or childhood friends.
...a shared origin, religion, or teacher.
...former rivals turned unlikely allies.
...one saved the life of the other.
...saw each other in a dream or vision.
Four Quick Facts about the World of Drakkenheim
Appendix E: The World of Drakkenheim explains these background details further, but the setting of Drakkenheim diverges from the default assumptions of Fifth Edition in four key ways:
The gods are silent and distant. They don’t manifest physically nor speak with worshippers, and do not interfere in earthly matters. Planar cosmology is mysterious and unknowable, but sages have still developed many conflicting (and wildly incorrect) theories.
Divine spellcasting powers aren’t granted by gods. Instead, clerics, druids, and paladins tap into sacred energies through devotion, meditation, and resolve. Violating one’s religious tenets won’t result in a loss of this ability, but a crisis of faith might.
Individuals can’t become wizards through study alone. The arcane magic of both sorcerers and wizards alike is borne in the blood, which may be harnessed via practice and study. The laws of the land bar arcane spellcasters from holding noble titles.
High-level NPCs and spellcasters are exceptionally rare in the wider world. Despite their few numbers, such people still have a profound impact on society. However, Drakkenheim has attracted an uncommonly high concentration of such individuals.
The Original Campaign
The adventure in this book is based on the Dungeons of Drakkenheim live stream campaign broadcast by the Dungeon Dudes which ran from October 2018 to December 2019. It featured Kelly McLaughlin as Sebastian Crowe, Jill Danaitis as Veo Sjena, Joe O’Gorman as Pluto Jackson, and Monty Martin as Game Master.
You can watch it on the Dungeon Dudes YouTube Channel (www.youtube.com/dungeondudes) and find it on most major podcast platforms. Check it out if you’re looking for inspiration for how we ran the adventures in this book, but be warned: spoilers abound! We’ve also created a wealth of instruction videos for players and Game Masters covering everything about tabletop roleplaying games, from character building to designing campaigns.
Every major event, location, and non-player character is detailed in this book, and we’ve included many more completely new ones for you to explore in your own game. In many ways, the original campaign was a playtest for this book, and we’ve refined and updated several sections since. If you’ve watched the original series and notice an inconsistency between this book and the show (there are many), the version in this book takes precedence. On the flipside, you should feel empowered to alter, change, and expand the material here, especially if doing so builds stronger connections or better stories for you and your players.
The events of our original campaign are non-canonical with regards to this book, so several elements of Drakkenheim strongly connected to the original characters have been altered or removed. If you wish, the original “Drakkenforce” characters may appear in your campaign as rival adventurers, but their stories have been set aside herein so your players may take centre stage.
Character Options and Backgrounds
Adventurers of any race or class in the Core Rules can be found in Drakkenheim.
Continental Nobility
Requirements: Any class except sorcerer, warlock, or wizard
You are the scion of a noble household. Whether you hail from Caspia, Elyria, or Westemär, the fall of Drakkenheim has either adversely impacted your family’s fortunes, or created a tantalizing opportunity to increase your political power and influence.
Skill Proficiencies: Two of the following: Persuasion, Athletics, History, or Intimidation
Languages: Two of your choice
Equipment: A signet ring or brooch bearing your family crest, a cape in the colours of your house, a set of fine clothes, and a pouch containing 25 gp.
Feature: Noble Confidence
During a short rest you can give an inspiring pep talk to a number of allies equal to your proficiency bonus. Once in the next 8 hours, each of those allies can roll 1d4 and add it to the result of a single attack roll, ability check, or saving throw.
Defining Event
1d8DefiningPersonality Trait
1d8Personality TraitIdeal
1d6Bond
1d6Flaw
1d6Variant: Last of the Line
In the years following the destruction of Drakkenheim, calamity and misfortune wracked your house leaving you the sole surviving heir. Penniless and without land, you have come to Drakkenheim to rebuild your family’s legacy.
“Competition brings out the best in you. Someone to race or wrestle will show how fast and strong you truly are. Never turn down a chance to better yourself.”
— Pluto Jackson
Mageborn
Requirement: You must be a bard, sorcerer, warlock, or wizard
You manifested arcane magical abilities at a young age, and were taken into the guardianship of the Amethyst Academy. You learned to harness your magic at a secluded magical school. After you came of age and completed your apprenticeship, you became free to pursue your own interests, but you must respect the laws and customs that govern all those with spellcasting powers. Under the Edicts of Lumen, mages are disinherited of any noble titles, and cannot own land.
Skill Proficiencies: Two of the following: Arcana, Deception, Investigation, Perception
Languages: Draconic or Elven
Equipment: A gnarled wand made of wood, a duster jacket, a satchel for material components and potions, an amulet or other trinket of importance to you
Tool Proficiencies: Either calligraphers’ supplies or alchemists’ supplies
Feature: Bookworm
Once per day after you finish a long rest, you can spend one hour to create a spell scroll. You need only paper and ink to do so, and the level of the spell you can create equals one half your proficiency bonus (rounded down) or lower. The scroll you create must be a spell you know or have prepared. It crumbles to dust in 24 hours.
Mageborn Quirk
1d8Personality Trait
1d8Ideal
1d6Bond
1d6Flaw
1d6Variant Mageborn: Malfeasant Mage
You were expelled from the Amethyst Academy for some trespass, real or imagined, or perhaps you were never taken in by them and learned magic on your own. Common folk are often mistrustful of spellcasters who do not wear the Amethyst Academy colours, so you may need to hide your identity and abilities, especially from the Amethyst Academy and the Knights of the Silver Order.
Skill Proficiencies: Two of the following: History, Religion, Arcana, Nature
Equipment: A set of pale robes, a small chip of delerium encased in glass, a walking stick, an amulet with a symbol of your chosen god, a small book of religious text
Languages: Any two of your choice
Feature: Guided by Faith
A number of times per day equal to your proficiency bonus, you may ask the Game Master to reveal the DC of any ability check you make before rolling the dice. You may then decide whether or not you wish to attempt the roll.
Missionary Life
1d8Personality Trait
1d8Ideal
1d6Bond
1d6Flaw
1d6Variant Devoted Missionary: Stargazer
You witnessed the meteor 15 years ago. Whether you believe it to be destiny, a magical or divine calling, or just curiosity of the secrets that need to be unearthed, you are drawn to the crater. You believe that the crater holds some answers to the questions you seek, and that somewhere in Drakkenheim lies a truth beyond your comprehension. Your pilgrimage to Drakkenheim may have taken you weeks, months or even years but you had to come - something called you here and you must discover its origin.
Survivor
Not everyone left Drakkenheim after the meteor. Some stayed behind, searching the ruins for things they lost: friends and family, or just seeking out treasure and artefacts. You know what places in the city are the most dangerous, what paths are the best to take, and often have an idea of the fastest ways to travel. Despite the Haze, and dangers, you’ve managed to survive, but carry the weight of Drakkenheim’s madness with you.
Skill Proficiency: Two of the following: Perception, Survival, Stealth, Athletics.
Equipment: Cook’s utensils, climber’s kit, a shovel, a pair of thick gloves, a cloak with a hood.
Tool Proficiencies: Cook’s utensils, one other set of artisan’s tools.
Feature: Makeshift Meals
You know how to purify food and rations found in the ruins. When you take a short rest, you prepare a meal for a number of creatures equal to your proficiency bonus. Creatures who consume the food regain hit points equal to your level. Once they do, they can’t regain hit points from another one of your meals until they finish a long rest.
Marks of Survival
1d8Marks of Survival1Being alone for so long means I am very used to conversing with myself out loud.2I eat things that others find disgusting. I have learned to love the delicacies of scavenged food in the ruins.3I have many scars across my body from barely scraping by.4I am missing a finger on one hand due to a horrible encounter I had in the ruins.5I keep a locket of someone I lost in the ruins. I stare at it every night before I fall asleep to remember what I am looking for.6I keep souvenirs of the monsters I have bested in these ruins, to remind myself how strong I truly am.7I can sleep just about anywhere, nothing really phases me anymore.8I often recite the names of people I used to know and lost so I can hold on to their memory.Personality Trait
1d8Personality Trait1I always have an exit strategy in mind if things go poorly.2You can’t survive in this grim city without a good sense of humor, but I have a taste for gallows humor.3I try to work in the thin grey area between the squabbling factions, squeezing under their radar when possible. The less I am seen, the better.4If you spot danger, it is best to avoid it, that’s how you survive.5Drakkenheim is a dangerous place. But I can navigate it with my eyes closed. No one else I’ve ever met is as good as I am.6In order to survive the monsters of Drakkenheim, one must be a monster of Drakkenheim.7Take everything you can from the dead, take it from the living if you can. If you are to survive, you must take any opportunity to scavenge.8I will never give up until I reclaim what I lost in these ruins.Ideal
1d6Ideal1Self-Reliance. I won’t risk my life for others. Everyone must fend for themselves -- better you than me. (Evil)2Bravery. I find the thrill of surviving the monsters and magics of Drakkenheim exhilarating and thrive on the chaos. (Chaotic)3Safety. Whatever I can do to keep myself fed and keep a safe place to rest is good in my books. (Any)4Helpful. People need all the help they can get in the city, and I know I can provide it. (Good)5Hope. I believe there is something worth saving here, we must hold on to the idea of a better future. (Good)6Responsibility. I lived here before the meteor, I’ll live here long after. I must protect my home and do what I can to make it livable again. (Lawful)Bond
1d6Bond1I had family in these ruins. I know not what became of them, but I must find out.2This city is my home, and I will fight for what’s left of it until the very end.3I’ll do any dirty work in the city if it means a hot meal, a warm bed, or some good company.4I’ve spent so long in these ruins, its the outside world that terrifies me now.5Why haven’t I left Drakkenheim? Have you seen how much gold there is to be made here?6I am bound to the throne of Drakkenheim, and fight to see it one day reclaimed.Flaw
1d6Flaw1Any meal could be my last. I’ll eat just about anything. I do what I must to survive.2I don’t like being outside the Haze of the city for too long, I’ve gotten used to it.3I am convinced my family is alive in the city somewhere. I hear their voices call to me at night.4I don’t trust anyone easily. I’ll sleep with one eye open even around my companions, for Drakkenheim makes monsters of us all.5The years spent here have turned me to a vice, I very much rely on that vice to get me through my days.6I hear voices constantly. Sometimes I get distracted with conversations with people who are not there.Variant Survivor: Veteran of the Civil War
You survived the civil war that ravaged Westemär, either as a soldier or fleeing refugee. The war took something from you and changed you. It may be that you had to do things that went against your morals, or perhaps you lost friends and family in the bloodshed. Regardless, you walked away with scars that will not easily heal.
Survivor
Not everyone left Drakkenheim after the meteor. Some stayed behind, searching the ruins for things they lost: friends and family, or just seeking out treasure and artefacts. You know what places in the city are the most dangerous, what paths are the best to take, and often have an idea of the fastest ways to travel. Despite the Haze, and dangers, you’ve managed to survive, but carry the weight of Drakkenheim’s madness with you.
Skill Proficiency: Two of the following: Perception, Survival, Stealth, Athletics.
Equipment: Cook’s utensils, climber’s kit, a shovel, a pair of thick gloves, a cloak with a hood.
Tool Proficiencies: Cook’s utensils, one other set of artisan’s tools.
Feature: Makeshift Meals
You know how to purify food and rations found in the ruins. When you take a short rest, you prepare a meal for a number of creatures equal to your proficiency bonus. Creatures who consume the food regain hit points equal to your level. Once they do, they can’t regain hit points from another one of your meals until they finish a long rest.
Marks of Survival
1d8Marks of Survival1Being alone for so long means I am very used to conversing with myself out loud.2I eat things that others find disgusting. I have learned to love the delicacies of scavenged food in the ruins.3I have many scars across my body from barely scraping by.4I am missing a finger on one hand due to a horrible encounter I had in the ruins.5I keep a locket of someone I lost in the ruins. I stare at it every night before I fall asleep to remember what I am looking for.6I keep souvenirs of the monsters I have bested in these ruins, to remind myself how strong I truly am.7I can sleep just about anywhere, nothing really phases me anymore.8I often recite the names of people I used to know and lost so I can hold on to their memory.Personality Trait
1d8Personality Trait1I always have an exit strategy in mind if things go poorly.2You can’t survive in this grim city without a good sense of humor, but I have a taste for gallows humor.3I try to work in the thin grey area between the squabbling factions, squeezing under their radar when possible. The less I am seen, the better.4If you spot danger, it is best to avoid it, that’s how you survive.5Drakkenheim is a dangerous place. But I can navigate it with my eyes closed. No one else I’ve ever met is as good as I am.6In order to survive the monsters of Drakkenheim, one must be a monster of Drakkenheim.7Take everything you can from the dead, take it from the living if you can. If you are to survive, you must take any opportunity to scavenge.8I will never give up until I reclaim what I lost in these ruins.Ideal
1d6Ideal1Self-Reliance. I won’t risk my life for others. Everyone must fend for themselves -- better you than me. (Evil)2Bravery. I find the thrill of surviving the monsters and magics of Drakkenheim exhilarating and thrive on the chaos. (Chaotic)3Safety. Whatever I can do to keep myself fed and keep a safe place to rest is good in my books. (Any)4Helpful. People need all the help they can get in the city, and I know I can provide it. (Good)5Hope. I believe there is something worth saving here, we must hold on to the idea of a better future. (Good)6Responsibility. I lived here before the meteor, I’ll live here long after. I must protect my home and do what I can to make it livable again. (Lawful)Bond
1d6Bond1I had family in these ruins. I know not what became of them, but I must find out.2This city is my home, and I will fight for what’s left of it until the very end.3I’ll do any dirty work in the city if it means a hot meal, a warm bed, or some good company.4I’ve spent so long in these ruins, its the outside world that terrifies me now.5Why haven’t I left Drakkenheim? Have you seen how much gold there is to be made here?6I am bound to the throne of Drakkenheim, and fight to see it one day reclaimed.Flaw
1d6Flaw1Any meal could be my last. I’ll eat just about anything. I do what I must to survive.2I don’t like being outside the Haze of the city for too long, I’ve gotten used to it.3I am convinced my family is alive in the city somewhere. I hear their voices call to me at night.4I don’t trust anyone easily. I’ll sleep with one eye open even around my companions, for Drakkenheim makes monsters of us all.5The years spent here have turned me to a vice, I very much rely on that vice to get me through my days.6I hear voices constantly. Sometimes I get distracted with conversations with people who are not there.Variant Survivor: Veteran of the Civil War
You survived the civil war that ravaged Westemär, either as a soldier or fleeing refugee. The war took something from you and changed you. It may be that you had to do things that went against your morals, or perhaps you lost friends and family in the bloodshed. Regardless, you walked away with scars that will not easily heal.
Treasure Seeker
Lost treasure and valuable relics brought you to Drakkenheim. Perhaps the prospect of earning more gold than you can spend in your lifetime is too tantalizing to pass up, or alternatively you may seek items for their historical or religious significance.
Skill Proficiencies: Investigation and one choice from the following: Stealth, Insight, or Perception
Equipment: Thieves’ tools, a set of dark clothes with a hood and a face covering. A signet ring of a fake lord, a fake identification, a set of weighted dice, and a deck of cards.
Tool Proficiencies: Thieves’ tools, cartographer’s tools
Feature: Detail-Oriented
You double your proficiency bonus when making any ability check to search the ruins of Drakkenheim.
Treasure Hunters’ Secrets
1d8Treasure Hunters’ Secrets1You keep a cryptic map to a lost treasure that you have always wanted to uncover.2You have a coin that is heads on both sides, helpful for winning a chance game.3You have a magnifying spyglass you use to examine items.4You have a ring that opens to reveal a smallcompartment inside.5Your left boot has a compartment for a hidden dagger.6You carry an old compass that doesn’t point north, you hope it points towards a great treasure.7You have a collection of exotic coins and medals that are of personal value to you.8You have a rival treasure hunter who used to be a partner. You parted ways years ago.Personality Trait
1d8Personality Trait1I believe that I am destined for greatness, and nothing can convince me otherwise.2I always have a plan or plot to outwit my foes. It may not always be good, but it’s almost always overly complex.3I love to flaunt my wealth and showcase the things I have bought with it.4I pay no mind to the risks of a situation. I always bet on myself and my abilities and it’s gotten me this far. Never tell me the odds.5I have a quip, allegory, or joke for almost any situation.6I lie about anything and everything. I lie for almost no reason at all, sometimes just to see if I can fool the people around me.7I use flattery and honeyed words to get what I want.8I can’t help it if valuable objects lying around end up in my pockets. It’s for safe keeping.Ideal
1d6Ideal1Independent. No one tells me what to do. I make my own rules, and my own luck. (Chaotic)2Fair. I do not take anything from anyone who couldn’t afford to lose it. I am a treasure hunter, not a thief. (Lawful)3Family. I care about material possessions and wealth, but not as much as I care about my friends and family. (Good)4Aspiration. Wealth is power. Wealth means you will be remembered. In this world making a name for yourself is as simple as acquiring enough gold to buy your way to victory.I intend to be remembered. (Any)5Danger. Every great discovery requires risk. The greater the risk, the greater the reward. It’s the thrill of the hunt that I live for. (Any)6Dignity. The dead and their prized belongings deserve more than to waste away in the ruins. They deserve to be found, remembered, and taken care of. (Lawful)Bond
1d6Bond1My desire for wealth is out of a need to protect my family.2Something important to me was stolen. I’ve longed to get it back ever since.3I’m wanted for my many crimes and hope that where I am going, the law will not follow.4I made mistakes in my past that cost me the life of someoneI loved. I will not let that happen again.5I plan to be the greatest thief or most cunning explorer of all time.6This is my last job, the big one. After this I hope to settle down with my wealth, maybe start a family.Flaw
1d6Flaw1My entire identity is layers of falsities presented to hide my true self, for I am not a good person. I’ve never told the truth for as long as I can remember and it’s too late now to stop.2Every situation, every person, is only as valuable to me as what I can gain from them. I’m not afraid to pull strings to bend luck in my favour.3I jump to defensive measures as soon as someone catches me in a lie, or tries to call me out for anything.4I take what I want, and I want it all.5I like to show my skills, talk big, and take big risks in the hopes of impressing everyone watching.6I know for a fact I am the smartest person in the room, and if people are suggesting anything otherwise they are terribly mistaken.Variant Treasure Seeker: Soldier of Fortune
Rather than seeking your fortune from finding treasure, you seek yours by hunting down the brigands, outlaws, and monsters that now hide in Drakkenheim. You often take up dangerous bounties and follow wanted posters as long as the price is right. Danger is second nature to you and the horrors of the city are nothing compared to the thrill of the hunt, and the coin it can gain you.

