You were trained, perhaps raised, and ultimately trusted to guard the resting place of … something. The reasons for guarding a tomb basically break down to two main possibilities: what is interred there cannot be trusted to stay dead (or just in the tomb) indefinitely if left alone or there is something in the tomb that others may want to come remove for their own purposes (and of course, these possibilities are by no means mutually-exclusive).
Guarding an ancient tomb is often an agonizingly boring task, so it bears asking why you wound up in such a role in the first place. Was it voluntary or obligatory? Were you respected by those in the area, scorned, or perhaps even unknown to them? Equally-important is the question of why you are not guarding the tomb any more. Did something entombed there escape, and now you are hunting it? Was something from the tomb stolen and now you are hunting the thief? Were you released from your duty, or did you abandon it? Is your term of service limited? If so, will you eventually have to begin another?
Ability Score Increases: +1 to Wisdom and one other ability score.
Skill Proficiencies: Perception, and either Insight or Intimidation
Languages: Any two of your choice.
Suggested Equipment (Cost 4 gold): Ceremonial uniform, bandage, spear
Feature: Trap Spotter. You have developed an excellent sense for where security measures are located inside of a structure. You gain an expertise die on Investigation or Perception checks to spot traps, alarms, and secret doors.
Adventures and Advancement: As you learn and grow, you may receive a command over something that needs to be protected, gaining the service of 8 guards. This new command will come with occasional responsibilities and you may even have to repel an incursion from time to time.
d10 | Connection |
---|---|
1 | Another guard that you became friends with during many an interminable shift together. |
2 | The architect that designed the tomb you guarded. |
3 | The traveling merchant who traded with you and your fellow guards. |
4 | The leader of a group of interlopers who tried—perhaps successfully—to get past you to access the tomb. |
5 | An intelligent monster that laired nearby your post and kept you company—or was a constant bother. |
6 | The leader of the unit of tomb guards you served with. |
7 | The annoying tomb robber you were constantly chasing off or catching. |
8 | The security expert that helped you refine the tomb's defenses after a breach. |
9 | The imprisoned entity you kept from escaping. |
10 | The blacksmith who maintained your armor and weapons. |
d10 | Momentos |
1 | Your ceremonial armor, a suit of scale mail decorated to match your uniform. |
2 | A book of meditations you used to condition your mind for long shifts standing guard. |
3 | A tattered old cloak you used to stay warm during chilly nights at your post. |
4 | A ceremonial weapon |
5 | A letter containing news of an important event such as a wedding or a funeral you were not able to leave your post to attend. |
6 | A backup dagger that was against regulations but you always had anyway. |
7 | A massive, heavy key. |
8 | A bullseye lantern you carried on your rounds. |
9 | A set of written security directives. |
10 | A trophy taken from a would-be tomb raider. |