Tuesday, April 21, 2026

Vernon Lombar, Giff Soldier

 

Name: Vernon Lombar
Ancestry: Giff / Class: Fighter / Level: 8 / Background: Soldier

Attributes 
Str: 18 (19) / +4
Dex: 16 / +3
Con: 15 / +2
Int: 10 / +0
Wis: 14 / +2
Cha: 11 / +0

Saves 
Str: +7
Dex: +3
Con: +5
Int: +0
Wis: +2
Cha: +0

Info 
AC: 17 (Breastplate)
Ini: +3
PB: +3
Perception: +5 / 15
HP: 68

Snaphance Musket +1: Attk: +7 / D: 1d12+4

Saber: Attk: +7 / D: 1d8+4 / R: Melee

Snaphance Pistol: Attk: +6 / D: 1d10+3 / R: Melee

Headbutt: Attk: +7 / D: 1d6 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Gauntlets of Ogre Power, Potion of Healing (x3), Portable Hole

Traits 
Giff: Headbutt (Natural Attack): 1d6 + Str. Firearm Mastery. Powerful Build.

Skills: Athletics: +7, Insight: +5, Intimidation: +7, Perception: +5 / Tool Kits (+3): Dice Set, Vehicles (L)

Feats: Black Powder Expert, Gunner, Medium Armor Mastery

Fighting Style (Protection): Grant Disadvantage Protection to ally within 5 ft. of the Fighter.

Second Wind (1/Short Rest): Heal 1d10 + 8 / Action Surge (1/Short Rest): Take two actions in one round.

Multiattack: 2 attacks per round.

Summon Mount (1/Long Rest): Summon a mount capable of bearing a hippo - typically a giant hippo or a rhino.

Grit 
# of Points: 4 / Save: 14

Fan the Hammer, Fast Hands, Iron Sights

Notes 

  •  Vernon Pomj Lombar, or V.P. Lombar, is a Giff sellsword and main bodyguard for the Lettkyne brothers, Koba and Yashi. He is known for his motley colored surcoat that he wears while standing nearby with arms across his chest or near his scabbard while watching over the Letterkynes.
  • Fighting style is Protection, which he typically uses to protect either the Letterkyne's person, or a VIP in the company of his Dohwar bosses.
  • Favorite magical items before the musket? The Gauntlets of Ogre Power he liberated from a floating fortress and a Portable Hole that he uses to protect his and the Letterkyne's goods. 

Monday, April 20, 2026

Algernon Popinjay, Giff Paladin

 

Name: Algernon Popinjay
Ancestry: Giff / Class: Paladin / Level: 7 / Background: Knight

Attributes 
Str: 17 / +3
Dex: 10 / +0
Con: 15 / +2
Int: 13 / +1
Wis: 13 / +1
Cha: 18 / +4

Saves 
Str: +3
Dex: +0
Con: +2
Int: +1
Wis: +4
Cha: +7

Info 
AC: 18 (Adamantine Plate)
Ini: +0
PB: +3
Perception: +1 / 11
HP: 60

Greatsword: Attk: +6 / D: 2d6+3 / R: Melee

Shortsword: Attk: +6 / D: 1d6+3 / R: Melee

Pistol: Attk: +3 / D: 1d10 / R: Near

Headbutt: Attk: +6 / D: 1d6+3 / R: Melee / Special: Natural 

Traits 
Giff: Headbutt (1/Short Rest): 1d6 + Str Natural Attack; Once per Short Rest, gain a free Shove attempt with a Headbutt. Powerful Building. Gunpowder Training. 

Skills: Athletics: +6, History: +4, Intimidate: +7, Persuade: +7 / Tool Kits (+3): Card Set, Vehicle (L) 

Feats: Power Attack

Fighting Style (Blind Fight): Gain Blindsight up to 10 ft. / Extra Attack: 2 Attacks per round.

Divine Sense (5/Long Rest): Detect Aberrations, Celestials, Fiends, and Undead within sight. 

Channel Divinity (2/Short Rest): Safeguard Companion / Vow of Protection 

Lay On Hands (R: Touch / Power Points: 35)

Divine Smite: Deal 2d8 Radiant damage by spending 1st level Spell Slots and add +1d8 Radiant damage die by spending spell slots higher than 1st.

Divine Health: Immune to diseases. / Aura of Protection (+4): Grant allies within 10 ft. a Saving Throw bonus equal to Charisma (Minimum 1). Current bonus: +4 

Spellcasting 
Attk: +7 / Save: 15

1st - Slots: 4: Cure Wounds, Divine Favor, Protection from Good & Evil, + Compelled Duel, Shield of Faith

2nd - Slots: 3: Magic Weapon, Protection from Poison, Vengeful Smite + Aid, Warding Bond

Notes 

  • Algernon Popinjay is the older brother of Ganjot Popinjay and is a Paladin of Ptah, the Opener of the Way. Although associated with the Netjeru (The Egyptian sometimes known as the Khemti) pantheon, Ptah has garnered a greater following outside of his usual pantheon along with Celestian of Oerth, Selune of Faerun among others. Of special 'Wildspace Pantheon' only Ptah and the Celestial Bureaucracy are considered near universal.
  • Being the eldest son, Algernon not only inherited his father's portfolio with the Von Cortland Rangers Mercenary Company (VCRMC - Cortland for short) he also inherited his father's suit of adamantine plate that was fitted for a Giff.
  • Is being courted by his brother's patron, Giles Blackwood, to join along with a unit of the Cortland regulars on a new expedition to a nearby jungle planet that may house one of the 'Towers of the Elephant' which are said to be rich with treasures from across the multiverse. 

Friday, April 17, 2026

Kobold Needler

 

Kobold Needler
Small humanoid (kobold), lawful evil

Armor Class 14 (studded leather)
Hit Points 27 (6d6 + 6)
Speed 30 ft.

STR 8 (−1)
DEX 16 (+3)
CON 12 (+1)
INT 10 (+0)
WIS 11 (+0)
CHA 9 (−1)

Saving Throws Dex +5
Skills Stealth +5, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2

Traits

Pack Tactics.
The kobold has advantage on attack rolls against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Sunlight Sensitivity.
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Needle Poison.
The kobold coats its needles with a volatile toxin. A creature hit by the needler must succeed on a DC 12 Constitution saving throw or take an extra 1d6 poison damage and be poisoned until the end of its next turn.

Actions

Needler. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target.
Hit: 6 (1d6 + 3) piercing damage, plus Needle Poison

Shortsword. Meleee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage 

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage 

Bonus Actions 

Quick Dose (Recharge 5–6).
The kobold enhances its next Needler attack this turn. On a hit, the target has disadvantage on the saving throw against Needler Poison

Notes 

  • Harassing their targets from behind the safety spears and spells are the slender, toxic darts of the Kobold Needlers. They utilize their semi-competent skill at tinkering items to create dart launchers that can fired liked a gun, using small crystalline vials of compressed air instead of standard red powder.
  •  While almost all of the darts are toxic, Needlers will often add a 'quick dose' enough poison is present that it creates a Disadvantage for the target trying to resist the effects of the toxins.
  • Toxins are derived from various sources of dungeoneering or subterranean creatures. Typically giant spiders, cave urchins, spider crabs, and various dungeon oozes that the Needlers harvest samples from. 


Thursday, April 16, 2026

Beltway, Imperial Soldier

Name: Beltway
Ancestry: Human / Class: Fighter / Level: 5 / Background: Soldier

Attributes 
Str: 14 / +2
Dex: 16 / +3
Con: 15 / +2
Int: 12 / +1
Wis: 12 / +1
Cha: 12 / +1

Saves 
Str: +5
Dex: +3
Con: +5
Int: +1
Wis: +1
Cha: +1
Info 
AC: 17 (Combat Armor - Chain)
Ini: +3
PB: +3
Perception: +4 / 14
HP: 44

Dagger: Attk: +6 / D: 1d4+3 / R: Thrown

Longsword: Attk: +5 / D: 1d8+3 / R: Melee

Slugthrower: Attk: +6 / D: 1d10+3 / R: Near

Thunder Rifle: Attk: +6 / D: 1d12+3 / R: Far / Energy: Thunder

Gear: Pack, Canteen, Rations, Bedroll, Glow Rod, Datapad, Viewfinder

Traits 
Human: Versatile. Gift.

Skills: Athletics: +5, Intimidation: +4, Investigation: +4, Perception: +4, Survival: +4 / Tool Kits (+3): Card Set, Vehicle

Feats: Athlete, Gunner

Second Wind / Action Surge / Fighting Style (Defense)

Grit 
# of Points: 2 / # of Powers: 2 / Save: 14

Deadeye, Violent Shot

Notes 
  • Beltway is a soldier from a Science Fantasy world where arcane crystals act as fuel for technological progress. For example, Beltway's rifle fires bolts of concentrated thunder energy thanks to the diamond powering the core of his weapon.
  • Has been assigned as part of a garrison to the city-state of Dido, located on the planet of Asylum after falling under the control of the Rosefall government. Asylum is part of a region known as the Cypress Cluster which borders the core portion of the Rosefall galaxy. Like much of the galaxy, the death of the old Sovereign and the minority rule of his son has shaken Imperial control in the region.
  • Favors the 'Gunslinger' path utilizing Grit points to fuel shots from his Thunder Rifle and Slugthrower.

Wednesday, April 15, 2026

Kralner, Brass Dragonborn Sorcerer

 

Name: Kralner
Ancestry: Dragonborn / Flight: Bronze / Class: Sorcerer / Level: 7 / Background: Hermit

Attributes 
Str: 11 / +0
Dex: 12 / +1
Con: 12 / +1
Int: 14 / +2
Wis: 14 / +2
Cha: 16 / +3

Saves 
Str: +0
Dex: +1
Con: +4
Int: +2
Wis: +2
Cha: +6

Info 
AC: 11 (Robes)
Ini: +1
PB: +3
Perception: +2 / 12
HP: 37

Staff of the War Mage: Attk: +3 / D: 1d6 / R: Melee / Special: Reach / Special: Arcane Focus (+1)

Dagger: Attk: +4 / D: 1d4+1 / R: Thrown

Traits 
Dragonborn (Bronze): Energy Breath (Lightning / 1/Short Rest / Dex Save: 12): 3d6 Lightning line. Energy Resistance: Lightning.

Skills: Arcana: +5, Intimidate: +6, Medicine: +5, Religion: +5 / Tool Kits (+3): Herbalism Kit,

Feats: Elemental Adept

Metamagic (Sorcery Points: 7): Flexible Cast, Careful Spell, Subtle Spell

Tempest Magic: Casting a 1st level spell or higher grants the caster a flight speed of 10 ft. without provoking an Attack of Opportunity.

Heart of the Storm: Gain Resistance to Lightning and Thunder damage. Casting an attack spell 1st level or higher creates a static charge of Thunder or Lightning damage that is dealt to any creature of choice within 10 ft. for an amount equal to 1/2 Sorcerer's level (4 Damage)

Spellcasting 
Attk: +7 / Save: 14 / Spells Known: 8

0 - Spells: 5: Blade Ward, Light, Message, Shocking Grasp, Thunder Clap

1st - Slots: 4: Detect Magic, Mage Armor, Chromatic Orb

2nd - Slots: 3: Knock, Levitate

3rd - Slots: 2: Lightning Bolt, Protecting from Energy

4th - Slots: 1: Storm Sphere

Notes 

  • Kralner is a Dragonborn of the Bronze Flight and aligned with the 'Coastal Elements' which typically include a combination of air and water, also known as 'Stormblooded.' He typically prefers spells of lightning or thunder, right down to the breath of lightning he can summon from deep within.
  • Like Topace, Kralner is from from the Dragonborn enclave located at the coastal city of Rathmer. He is known to enjoy walks along the beach and collecting combination of seashells and varieties of seaweed for his potion brewing.
  • Magical item of choice? His staff serves as a Staff of the War Mage (+1) which makes his attacks more potent.

Tuesday, April 14, 2026

Mylon Hudson, Gnome Illusionist

 

Name: Mylon Hudson
Ancestry: Gnome / Class: Illusionist / Level: 7

Attributes 
Str: 12 / +1
Dex: 13 / +1
Con: 14 / +2
Int: 17 / +3
Wis: 14 / +2
Cha: 12 / +1

Saves 
Str: +2
Dex: +2
Con: +3
Int: +7
Wis: +6
Cha: +2

Info 
AC: 12 (Robes + Ring of Protection)
Ini: +1
PB: +3
Perception: +
HP: 44

Club: Attk: +4 / D: 1d4+1 / R: Melee

Dagger: Attk: +4 / D: 1d4+1 / R: Thrown

Crossbow: Attk: +4 / D: 1d8+1 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Spellbook, Inkpen, Ink, Rod of Wonder, Ring of Protection, Wand of Color Spray, Potions of Healing (x3), Potion of Lightning Resistance (x2), Potion of Invisibility (x2)

Traits 
Gnome: Small. Darkvision. Gnome Cunning. Tinker's Lore. Tinker (Kaleidoscope)

Skills: Arcana: +6, History: +6, Insight: +5, Persuade: +4 / Tool Kits (+3): Calligrapher's Supplies 

Feats: Shadow Touched

Arcane Recovery (3rd Level) / Illusionist: Illusion Savant, Improved Minor Image, Malleable Illusions

Spellcasting 
Attk: +6 / Save: 14

0: Light, Message, Mind Sliver, Minor Illusion, Prestidigitation

1st - Slots: 4: Cause Fear, Charm Person, Color Spray, Dazzling Pop, Detect Magic, Disguise Self, Identify, Mage Armor, Silent Image

2nd - Slots: 3: Dragon's Breath, Illusory Wall, Invisibility, Knock, Magic Weapon

3rd - Slots: 3: Blink, Counterspell, Shadow Bow, Tiny Hut

4th - Slots: 1: Dimension Door, Hallucinatory Terrain

Notes 

  • Mylon is a Gnome Illusionist known to hang around Goodneighbor's Trading Post outside of Hommlet Village when he is not adventuring. He's traveled with individuals ranging from Caewen Bradshaw to Tyris Flare to Sister Aleena, the latter known as 'Aleena the Revived' after that brush of death in confronting Bargle the Scourge. Mylon is one of several demi-humans who seem stuck with 'strong willed' human females. It comes with the territory or being small and full of wisdom.
  • In addition to listed items, Mylon does have the ability with enough gold and material components to create a few scrolls and have them on hand. Naturally, as an illusionist, his main talents are tricking and confusing enemies with spells such as Pyrotechnics and Color Spray. He also has the talent for turning invisible. His most potent spell is summoning a cabin with stained glass windows that comfortably fit a party.
  • Favorite magical item? His Rod of Wonder which he got while trading items with a black dragon named Nightscale in exchange for some magical gem or other object of power that the dragon wanted more than the rod.

Monday, April 13, 2026

India Croft, Human Archaeologist

 

Name: India Croft
Ancestry: Human / Class: Rogue / Level: 5

Attributes 
Str: 14 / +2
Dex: 17 / +3
Con: 14 / +2
Int: 15 / +2
Wis: 14 / +2
Cha: 14 / +2

Saves 
Str: +2
Dex: +6
Con: +2
Int: +5
Wis: +2
Cha: +2

Info 
AC: 14 (Leather Jacket)
Ini: +3
PB: +3
Perception: +5 / 15
HP: 38

Dagger: Attk: +6 / D: 1d4+3 / R: Thrown

Shortsword: Attk: +6 / D: 1d6+3 / R: Melee

Six Shooter: Attk: +6 / D: 1d8+3 / R: Near

Whip: Attk: +6 / D: 1d4+3 / R: Melee / Special: Reach

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Goggles of Night, Thieves' Tools, Archaeologists Tools, Journal, Inkpen, Ink

Traits 
Human: Versatile: Begin play with a free Skill or Tool Kit. Gift: Begin play with a free Feat.

Skills: Acrobatics: +6, Athletics: +8, History: +8, Insight: +5, Investigation: +5, Perception: +5, Sleight of Hand: +6, Stealth: +6 / Tool Kits (+3): Thieves' Tools, Vehicles (L, A)

Feats: Dungeon Delver, Whip Master

Expertise: Athletics, History

Cunning Action: Dash, Disengage, Stealth + Sleigh of Hand, Use Tool (Thieves' Tools)

Sneak Attack: 3d6

Second Story Work: Climbing does not cost extra movement; increase jump speed.

Uncanny Dodge (1/Round - Reaction): Halve damage of an incoming attack that the Rogue is aware of.

Notes 

  • India Croft is a Waterdhavian scholar, explorer, archeologist, and in some circles, slandered as a 'Thief' by local government officials. She has traveled from steamy Chult to the distant Olman and Amedio Jungles. She has seen the windswept sands of the Bright Valley Desert, and toured the ruins of ancient Shou. She's also acquired a piece or two for museums.
  • Is currently interested in the shrine of Tamoachan located in a recently cleared region of the Olman Jungle. Because of the hazardous nature, she has hired a few adventurers from her contact, Durnan of the Yawning Portal to accompany her.
  • Carries a Lantanese 'Six Shooter' along with her favorite dagger, shortsword, and whip. Magic item of choice? He goggles of night that hangs from her belt on her face when she is in the darkest depths and needs some kind of light to operate.

Vernon Lombar, Giff Soldier

  Name: Vernon Lombar Ancestry: Giff / Class: Fighter / Level: 8 / Background: Soldier Attributes   Str: 18 (19) / +4 Dex: 16 / +3 Con: 15 /...