Your Story Hook

Every player character in this campaign knows Jasper Lee Wilkins — a charming, morally-questionable human rogue who’s been a fixture of the adventuring world for decades. He’s the reason you’re all heading to Tethermoor.

The Invitation

You’ve received a letter from Jasper inviting you to his retirement auction in Tethermoor. He says he’s hanging up the knives, selling off his adventuring gear — including some genuinely impressive items he’s collected over the decades — to a select crowd of people who’ve impressed him over the years.

It sounds like vintage Jasper: nostalgic, celebratory, a little too good to be true.

How Do You Know Jasper?

Choose one of the connections below (or roll a d6). This is how your character knows Jasper and why they’d accept his invitation to the auction.

d6Connection
1Former Employer — Jasper hired you for a job once. The pay was short but the experience was real. He still owes you.
2Saved Your Life — You were in over your head and Jasper pulled you out. He’s never let you forget it.
3Drinking Buddy — You’ve spent more nights than you can count sharing a table (and lies) with Jasper. He’s the most entertaining person you know.
4Mutual Job — You worked the same contract. Jasper was… Jasper. Unreliable but undeniably useful. You parted on decent terms.
5He Trained You — Jasper taught you something — a fighting trick, a con, a trade skill. He was a terrible teacher but a great example.
6You Owe Him — Jasper did you a favor you never repaid. The invitation feels like the bill finally coming due.

What You Know Going In

  • Jasper has invited you to Tethermoor, a small trade village on the edge of the continent, for a retirement auction of his adventuring gear.
  • You’ve heard rumors that The Arkanis — a conquering military force — have been taking over villages and towns in the region. But Tethermoor seems far enough out to be safe. Probably.
  • You may or may not know the other player characters. For many of you, this will be the first time you meet.

What to Prepare

  1. Pick your connection to Jasper from the table above (or make up your own — run it by the DM).
  2. Think about your character’s feelings about Jasper. Do you like him? Trust him? Owe him? Resent him? All of the above?
  3. Have a reason to show up. Maybe it’s loyalty, curiosity, greed (magic items!), or just the fact that you’ve got nothing better to do.