Friday, November 28, 2025

Dire Turkey

Dire Turkey

Hit Dice: 6+6
Armor Class: 4[15]
Attacks: Beak (1d8), talons (1d10)
Saving Throw: 11
Morale: 10
Special: Keen senses, territorial frenzy, relentless, trampling charge, savage peck
Move: 15
Alignment: Neutrality
Number Encountered: 1d4
% in Lair: 20%
Challenge Level/XP: 7/600

Dire turkeys are enormous, ill-tempered birds standing nearly as tall as a man at the shoulder. Although absurd in appearance, a charging dire turkey is a terrifying mass of feathers, claws, snapping beak, and territorial fury. They are particularly aggressive during mating season or when defending nests.

Keen Senses: Dire turkeys have exceptionally sharp eyesight and an excellent sense of smell. They are surprised only on a roll of 1 on 1d6 and can usually detect creatures attempting to approach them from upwind or across open terrain.

Territorial Frenzy: Once reduced to half their maximum hit points or fewer, a dire turkey flies into a violent frenzy. It gains +1 to hit and +2 damage with all melee attacks for the remainder of the battle.

Relentless: Once per day, if damage would reduce a dire turkey to 0 hit points and the attack inflicted 10 points of damage or fewer, the turkey remains standing with 1 hit point instead.

Trampling Charge: If a dire turkey has at least 20 feet of clear space to charge before attacking, it may make a talon attack at +2 to hit. If the attack hits, it inflicts its normal talon damage plus 1d6 additional damage, and the victim must make a saving throw or be knocked prone.

A victim knocked prone by the charge is immediately subjected to an additional talon attack. This second attack does not receive the charge bonus or additional 1d6 damage.

Savage Peck: Whenever the dire turkey successfully hits with its beak, roll 1d6. On a result of 5–6, it immediately makes a second beak attack against the same victim. Savage Peck cannot trigger another Savage Peck.

Notes 

  • Hunters stalking turkeys may be wary if they come across too large a flock, as such a large colony of birds may be under the protection of a Dire Turkey. This massive beast will eagerly charge at targets from beasts to men, their approach often heralded by their Thunder Gobble cry that has been known to seize men with fear!
  • Dire Turkeys are capable of such attacks as beak pecks, talon slashes, and just plain charging into adventurers, body checking and slamming them with the turkey's massive feathery body.
  • Ogre, Orc, and Barbarian clans who want to bring in big meals for the fall season will go out of their way to pursue and bring down a Dire Turkey.

Thursday, November 27, 2025

Turkey Knight

TURKEY KNIGHT

Hit Dice: 5+5
Armor Class: 2[17] (plate and shield)
Attacks: 2 sword attacks (1d8+1), or lance (1d8+1)
Saving Throw: 12
Morale: 11
Special: Brave, mounted mastery, coordinated charge, leadership, parry
Move: 6 (15 mounted)
Alignment: Law
Number Encountered: 1d4
% in Lair: 20
Challenge Level/XP: 6/400

Turkey Knights belong to an eccentric but highly disciplined martial order whose members breed and train enormous turkeys for war. Their brightly colored heraldry and feathered crests have caused more than one opponent to laugh upon first seeing them. Few continue laughing after the charge.

Turkey Knights normally fight from the backs of specially bred War-Turkeys, directing their mounts with knees, calls, and whistles while leaving both hands free for battle.

Brave: Turkey Knights gain a +2 bonus on saving throws against fear and similar effects. In addition, they make Morale checks at 11 even if separated from their mounts.

Mounted Mastery: While mounted upon a War-Turkey, the knight gains +1 to hit against man-sized or smaller opponents and a +2 bonus on saving throws or other rolls made to avoid being thrown or dismounted.

The Turkey Knight is an expert enough rider that ordinary movement and melee combat do not require riding checks.

Coordinated Charge: If the Turkey Knight and mount have at least 20 feet of clear space before attacking, the knight may make a mounted charge.

A charging lance attack gains +2 to hit and inflicts 2d8+2 damage.

Alternatively, the knight may charge with a sword, gaining +2 to hit and +1d6 damage.

If the knight's attack hits, the victim must also make a saving throw or be knocked down if roughly man-sized or smaller. A knocked-down creature loses its next movement and attacks at –2 until it regains its feet.

Only one coordinated charge may be made against a particular opponent in a round; the Turkey Knight cannot combine it with his normal two sword attacks.

Leadership: Once per day, a Turkey Knight may bellow commands, rallying cries, and surprisingly elaborate poultry-themed battle maxims. For 6 rounds, allies within 30 feet who can hear him gain +1 to attack rolls and saving throws.

The bonus ends if the Turkey Knight is killed, rendered unconscious, or flees.

I much prefer +1 here to retaining the 5e 1d4. It accomplishes exactly the same conceptual purpose but speaks fluent old-school.

Parry: Once per round, the Turkey Knight may use his shield or weapon to parry one melee opponent, gaining +1 AC against that opponent until the beginning of his next turn.

Thus his normal AC 2[17] becomes AC 1[18] against that attacker.

---

WAR-TURKEY

Hit Dice: 4+2
Armor Class: 5[14]
Attacks: Beak (1d6), talons (1d8)
Saving Throw: 13
Morale: 10
Special: Keen senses, sure-footed, trained mount, gobbled rush
Move: 15
Alignment: Neutrality
Number Encountered: 1d4
% in Lair: 20
Challenge Level/XP: 4/120

War-Turkeys are enormous birds selectively bred for strength, speed, aggression, and an inexplicable willingness to permit armored humanoids to ride upon their backs. A mature specimen stands nearly five feet at the shoulder and possesses powerful legs capable of carrying an armored warrior at alarming speed.

Their training does nothing to diminish their natural territorial disposition.

Keen Senses: War-Turkeys are surprised only on a roll of 1 on 1d6 when sight or smell could reasonably alert them to danger.

Sure-Footed: A War-Turkey gains +2 on saving throws or other rolls made to avoid falling, being knocked down, or losing its footing.

Trained Mount: A War-Turkey trained by the order remains under its rider's control during combat and does not ordinarily test Morale independently while its Turkey Knight remains mounted.

If its rider is slain, the War-Turkey immediately makes a Morale check. If successful, it continues attacking whoever killed or threatened its rider.

I rather like that little addition because it reinforces that these are genuine bonded war animals rather than disposable vehicles.

Gobbled Rush: Once per combat, a War-Turkey may emit a thunderous gobble and barrel through the enemy.

The bird may move up to its full movement in a reasonably straight line. Any man-sized or smaller creature directly in its path must make a saving throw.

Failure causes 1d8 damage and knocks the victim aside and prone.

Success means the creature leaps aside and suffers no damage.

The War-Turkey may pass through the spaces of creatures knocked aside in this fashion, but the rush ends immediately if it encounters a creature too large to bowl over or an obstacle it cannot pass.

Notes 
  • The Order of the Scarlet Gobbler is one of several 'unusual' orders that tried to make the best of magical R&D to create new forms of war mounts for knights in the world that either did not care for, or were unable to ride creatures such as horses or gryphons. While Halfling riders experimented with War Chickens, a group of humans were willing to experiment with 'War Turkeys' as their avian mounts.
  • War Turkeys are known to slam their surprisingly tough and feathered breast into the enemy with their Gobbled Rush. At the Bottle of the Three Forks, the board riding goblin Warmaaster, Luften the Butcher, was killed when one of the turkeys slammed into him after his boar died from under him. The blow sent him flying into a nearby tree stump that broke the will of nearby goblin forces and caused them to retreat.
  • The battle cry is typically the fierce gobble! The cry is said to frighten goblin raiders over in the Winter Haven Vale as they know an angry turkey and a trained rider may be about.

Wednesday, November 26, 2025

Talnash, Stormcoast Sorcerer

 

Talnash

Ancestry: Stormcoast Goliath
Class: Conjurer
Level: 6

Attributes

Str: 15
Dex: 12
Con: 15
Int: 16
Wis: 16
Cha: 17

Info

HP: 20
Hit Die: d4
Attack Damage: d4
Armor: None
Spell Slots: 1st: 4 / 2nd: 3 / 3rd: 2
Memorized Spells: 6

Weapons

Staff of Lightning Bolts +1: Damage: d4+1 / Range: Close

  • Grants +1 to STR tests made to attack with the staff.
  • Lightning Bolt (1/day): Fires a bolt of lightning through a Far-Away line. Creatures caught in the bolt take 4d6 Lightning damage, with a successful DEX test reducing the damage by half.

Longsword: Damage: d4 / Range: Close

Dagger: Damage: d4 / Range: Close or Nearby when thrown

  • Talnash normally attacks with Disadvantage when using the dagger, as it is not a standard Conjurer weapon.

Ancestry Traits

Stormborn: Talnash has Resistance to Lightning, taking half Lightning damage before Armor Points or HP are removed.

Storm-Built: Talnash counts as a significantly larger creature when determining how much he can lift, carry, push, or drag. He rolls with Advantage on STR tests where his exceptional size and physical power would reasonably help.

Class Features

Arcane Resistance: Talnash rolls with Advantage on INT tests made to resist damage or effects from spells and magical devices.

Tempest Adept: Immediately before or after casting a spell that deals Lightning or Thunder damage, Talnash may move anywhere Close without provoking consequences from ordinary engagement.

Spellbook

1st Level

Detect Magic: Everything Nearby that is magical glows for 5 minutes.

Light: Creates dim light from a Nearby point or object for 1 hour.

Fog Cloud: Dense fog fills a Nearby area for 10 minutes. Tests relying primarily on sight are made with Disadvantage.

Feather Fall: Nearby falling creatures descend safely and take no damage from the fall.

Thunderwave: All Close creatures except targets chosen by Talnash must test STR. On a failure, they are thrown Nearby and take d6 Thunder damage.

2nd Level

Invisibility: A Nearby creature becomes invisible until it attacks or the effect is dispelled.

Levitate: The caster floats up to 6 feet above the ground for 10 minutes per level.

Gust of Wind: A powerful wind blows through a Nearby area for 1 minute. Creatures attempting to move against it must successfully test STR.

3rd Level

Fly: Talnash can fly freely for 10 minutes.

Haste: A Nearby creature gains one additional action each Moment for d4 Moments.

Lightning Bolt: A bolt of lightning tears through a Far-Away line. Creatures caught within take 3d6 Lightning damage, with a successful DEX test reducing the damage by half.

Magic Items

Pearl of Power: Once per day, Talnash may restore one expended spell slot of 3rd level or lower.

Brooch of Shielding: Talnash has Resistance to Magic Missile and similar magical force projectiles.

Headband of Teleportation: Once per day, Talnash may cast Dimension Door without expending a spell slot, teleporting himself or a Nearby target to a Distant location.

Gear

Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Journal, Inkpen, Arcane Focus (Ring), Pearl of Power, Brooch of Shielding, Headband of Teleportation.

Notes 

  • Talnash is the Sorcerer Baron from the iron realm of Soralov, far past the Grand Duchy and MoonRae. It is a land of cold plains and volcanic mountains, often lorded over by giant warlords and the homeland of the grey orcs. Talnash himself is a Goliath, a descendant of the first experiments that the first dragons conducted in fusing men with giant-kin, much like how they did fusing men with dragons to make dragonborn.
  • Talnash is marked as one of the Stormcoast Goliath. The union specifically between men and storm giant essence. Energies such as crackling thunder and lightning at times bounce off his hardened flesh with nary a scratch.
  • Is married to Kathea Orelsdotter, one of the Goliaths from the Frostbrand stock, whose essence is a mixture or human and frost giant. The two govern a region in and around the town of Fiskarheim.

Tuesday, November 25, 2025

Chak Ebonfeather - Tengu Mystic

 

Name: Chak Ebonfeather
Ancestry: Tengu / Class: Shugenja / Level: 5

Attributes 
Str: 12 / 
Dex: 18 / +3
Con: 13 / +1
Int: 15 / +1
Wis: 18 / +3
Cha: 16 / +2

Saves 
Death: 6
Wands: 7
Paralysis: 9
Breath: 11
Spells: 9

Info 
AC (Reinforced Silk): 17
BtH: +3
HP: 27

Quarterstaff: Attk: +3 / D: 1d4 / R: Melee

Dagger: Attk: +3 / D: 1d4 / R: Thrown: (+5)

Wakizashi: Attk: +3 / D: 1d6 / R: Melee

Peck: Attk: +3 / D: 1d4 / R: Melee / Special: Natural

Gear: Pack, Canteen, Rations, Bedroll, Torches, Oil, Scroll Case, Rod of Seven Parts (I). Pearl of Power (1st Level), Cloak of Resistance (+3)

Traits 
Tengu: Infravision. Mimicry. Ventriloquism.

Turn Undead (To-Hit: d20 / HD Affected: 2d6): 1 HD (5) / 2 HD (9) / 3 HD (13) / HD 4 (17) / HD 5 (19)

Spellcasting 
1st - Slots: 2: Cure Light Wounds, Light

2nd - Slots: 2: Bless, Find Traps
 
Notes 
  • Chak Ebonfeather is a Tengu Mystic, a Cleric who follows the elemental path via the element of Air. Not surprising, given Chak's Tengu ancestry.
  • Is traveling with an Elf Rogue and a Dwarf Ranger as part of a quest to try and secure one of the most sacred relics to the Wind Dukes of the elemental plane of Air. The Rod of Seven Parts. So far, Chak has uncovered one as part of the mythical artifact.
  • As a Shugenja, Chak has acted as both the party's sorcerer and the party's cleric. Then again, the Dwarf on Chak's team has both a crossbow and greataxe, so there is a Ranger acting as party melee and party tracker. The only one of the team single focus is the trio's Elf Rogue. 

Monday, November 24, 2025

Blackmoor - People of the North - Sebastian Ironheart

 


I decided to do an occasional post detailing several individuals living in The North also known as 'Blackmoor' after the prominent feature of Castle Blackmoor.

Name: Sebastian Ironheart
Ancestry: Dwarf / Class: Rogue / Level: 8

Attributes 
Str: 13 / +1
Dex: 13 / +1
Con: 16 / +2
Int: 16 / +2
Wis: 15 / +1
Cha: 14 / +1

Saves 
Death: 8
Wands: 9
Paralysis: 14
Breath: 14
Spells: 9
 
Info 
AC: 14 (Leather)
BtH: +4
HP: 50

Dagger: Attk: +5 / D: 1d4+1 / R: Thrown (+3)

Shortsword: Attk: +5 / D: 1d6+1 / R: Melee

Blackjack +1: Attk: +6 / D: - / R: Melee / Special: Subdual 1d6 rounds (Save vs. Paralysis Negates)

Crossbow: Attk: +5 / D: 1d8 / R: Far

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Scroll Case, Inkpen, Ink, Invisible Ink, Lens of Deciphering, Cape of the Mountebank

Traits 
Dwarf: Infravision. Engineering (2-in-6). Detect Traps (Interior Only - 2-in-6). Listen (2-in-6)
 
Backstab: +4 to-hit; x2 damage
 
Skills: Climb Walls: 87% / Find/Remove Traps: 55% / Hear Noise: 58% / Hide in Shadow: 45% / 
Move Silently: 60%  / Open Locks: 60% / Pick Pockets: 65% / Read Languages: 80%

Notes 
  • Sebastian Ironheart is one of the spies under the employ of Spymaster Odo out of Mount Uberstar and the Regency of the Mines. Officially, Sebastian poses as a merchant receiver in the city of Braunstein on the border between the Duchy of Ten and 'The Gloomy' the free city-states and environs that dot the hostile Gloomen Swamp and other waterways. His role is passing on information out of the Duchy and back to Uberstar.
  • As a Mastermind, Sebastian likes to utilize hirelings to do his dirty work for him. When he gets directly involved as a Rogue, he can advise allies with a ranged Help action as a bonus action. He carries a combination of shortsword, dagger, and crossbow. His main magical armament is his blackjack, which is capable of rendering victims unconscious for later interrogation.
  • The bottom of his square cut tumbler glass is a 'Lens of Deciphering' this magical item acts as a permanent comprehend languages, including deciphering coded messages from his handlers out of Starmorgan to pass onto the Regency.

Friday, November 21, 2025

Ibera Bruma, Dwarf Abjurer

 

Name: Ibera Bruma
Ancestry: Dwarf / Class: Wizard / Level: 7

Attributes 
Str: 15 / +2
Dex: 14 / +2
Con: 17 / +3
Int: 18 / +4
Wis: 15 / +2
Cha: 12 / +1

Info 
AC (Cloak of Protection +1): 13
Ini: +2
HP: 61

Heavy Crossbow +1: Attk: +3 / D: 1d8+1 / R: Far

Dagger: Attk: +2 / D: 1d4+2 / R: Thrown

Staff: Attk: +2 / D: 1d6+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Wand of Magic Missile, Potion of Heroism, Potion of Cure Wounds (x3), Thunderstones (x2), Smokesticks (x2), Tie Pin of Spell Storing

Traits 
Dwarf: Stout: +2 HP at 1st level; +1 HP bonus HP per level

Spellcasting 
Spell Check: +5 vs. 10 + Spell Level

1st - Slots: 4: Alarm, Detect Magic, Hold Portal, Magic Missile

2nd - Slots: 3: Acid Arrow, Knock, Web

3rd - Slots: 2: Fireball, Magic Circle, Protection from Energy

4th - Slots: 1: Dimension Door, Stoneskin

Notes 

  •  Ibera Bruma is a Hill Dwarf Abjurer, or Abjuration specialist, originally from Foehammer Hall before traveling along the southern reaches of the Dragonspine Mountains in search of the lost citadel of Khaz Malbec and in-between his archaeological research has taken a job as a party mage for a local adventuring company looking into the so-called Temple of Elemental Evil.
  • Favors a heavy crossbow, which is in-laid with jewels that he cut and has a +1 enhancement through the enchantments that the Bruma family have blessed the weapon with while Ibera journeys with the likes of Voone Jaskar and the rest of their party.
  • Professions and interests include lapidary. He carries a gemcutting kit and uses his Stonecunning to identify the use and value of gemstones. 

Thursday, November 20, 2025

Scipio Draconis, Half-Elven Marshal

Name: Scipio Draconis
Ancestry: Half-Elf / XP: 30 / Rank: Seasoned

Attributes 
Agi: d6
Sma: d8
Spi: d6
Str: d8
Vig: d8

Skills: Fighting: d8, Intimidate: d6, Know (Battle): d6, Notice: d6, Persuade: d6, Riding: d6, Shooting: d6, Survival: d4, Throwing: d6

Info: Pace: 6 / Parry: 7 (Shield) / Toughness: 9 (3 - Breastplate) / 11 (Ranged) / Charisma: +2

+1 Longsword of Frostbrand: Attk: d8+1 / D: 2d8 / R: Melee / Special: Smite (Frost / Cast Die: d8 / Power Points: 10); Resistance (+4 vs. Fire)

Dagger: Attk: d8 / D: d4+d8 / R: 4/8/12

Crossbow: Attk: d6 / D: 2d6 / R: 15/30/60 / AP: 2

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Winter Gear

Traits 
Half-Elf (Human Favoring): Low Light Vision. Free Edge

Edges: Command, Inspire, Nerves of Steel, Noble

Hindrances: Arrogant, Greedy (Mi), Loyal

Notes 

  • Scipio Draconis is the illegitimate son of a bordering noble in the Kingdom of Sunrae who has quietly taken a post past the demarcation between the Kingdom of Sunrae and the buffering 'Borderlands' region that was agreed between the kingdoms of Moonrae and Sunrae at the end of the great war. Draconis' presence is technically illegal, but to remain on the Sunrae side with the tyrannical King of Sunrae punishing any and all for minor infractions after losing his mind has made remaining in Sunrae hazardous.
  • As a Marshal, Scipio carries an energy about him that inspires the small band of soldiers under his command that are garrison at Bogwatch Garrison. He is capable of inspiring harder strikes, or bodies that seemed to absorb bruises while the men are able to fight through the pain. Having gone through officer lessons, Scipio is not the most solid a fighter as others in his garrison, but he is willing to hold the line.
  • Has made regular contact with the elven mercenary company, The Exiles. The Exiles are aware that technically Scipio has crossed the border and is is technically invading the Borderland region, but the two groups work together to put down mutual threats and have set aside the matter for the time being. 

Wednesday, November 19, 2025

Beau Marbo, Bionic Commando

Name: Beau Marbo
Ancestry: Human / Class: Commando / Level: 3

Attributes 
Str: 18 / +2
Dex: 16 / +1
Con: 15 / +1
Int: 14 / 
Wis: 14 / 
Cha: 12 /

Info 
AC: 18 (Scout Armor)
Save: 13
BtH: +3
HP: 19

Slugthrower Pistol: Attk: +5 / D: 1d6 / R: Near / RoF: 2

Monoknife: Attk: +5 / D: 1d6+2 / R: Thrown

Monosword: Attk: +5 / D: 1d6+3 / R: Melee

Slam: Attk: +7 / D: 1d6+3 / R: Melee / Special: Natural 

Gear: Pack, Canteen, Rations, Bedroll, Glowrod, Commlink, Datapad, Signal Beacon

Traits
Human: Extra Effort (1/day): Roll a d20 of choice with Advantage.

Fists of Fury (Natural Attack) / Mechanical Anatomy

More Machine Than Man (Cyberwear): Cybernetic Arms, Metallic Bone Coating, Digital Reflexes, Muscle Augmentation, Bone Enhancement, Nanites

Skills: Athletics: 19, Stealth: 18

Notes 

  • Beau is a Commando. One of the elite fighters who specialize in light infantry fighting, raiding, and reconnaissance despite having martial training as a fighter over the likes of a Ranger or a Rogue. 
  • Is based of Oleander City, along the coast. He has previously lived on ships such as Empress of the Gulf trading his combat ability for rent aboard the former pleasure yacht turned expatriate fortress. He has also roamed the Pecos Plains and up into the Watershed.
  • Gear includes a razorsword, two laser pistols, and often a set of grenades. He likes to fight close, although he has had training in ranged weaponry such as las rifles and slugthrowers.  

Tuesday, November 18, 2025

Voone Jaskar, Halfling Fighter

 

Name: Voone Jaskar
Ancestry: Halfling / Class: Fighter / Level: 7

Attributes 
Str: 10 / Open Door (d6): 2-in-6
Dex: 17 / Attk: +1 / AC: +1
Con: 14 / HP: +1 / System Shock: 100%
Int: 14 / Additional Languages: 4
Wis: 14 
Cha: 16 / Henchmen: 6 / Retainer Morale: +2

Info 
AC (Leather + Cloak of Protection): 14
Save: 8
BtH: +4
HP: 45

Shortsword +1: Attk: +5 / D: 1d6+1 / R: Melee

Dagger: Attk: +4 / D: 1d4 / R: Thrown (+5)

Short Bow: Attk: +5 / D: 1d6 / R: Near / RoF: 2

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rope, Thieves' Tools, Caltrops, Spool of Twine, Chalk, Cloak of Protection

Traits 
Halfling: Skirmisher: +1 to Thrown and Missile weapons. Small Size: +2 AC vs. Larger-than man size creatures. Saving Throws: +4 Save vs. Magic

Combat Dominance: When fighting 1 HD creatures, a Fighter may make attacks equal to their level.

Parry: -4 to incoming melee attacks / Saving Throws: +1 to all types expect Wands & Spells.

Notes 

  • Voone Jaskar is a halfling Scout who prefers to fight with bow, or if in melee, he strikes with shortsword or dagger. While he favors the bow, the only recent treasure has recovered is a Elven-made shortsword that is magical in nature.
  • Often works with the dwarven abjurer, Ibera Bruma, or tallfolk types like Tanith, Katrine Greenbriar, or Erac's Cousin (Once Removed), the other, less well known cousin of the infamous Erac of Rathmer. When it comes to adventuring companions, Voone likes to work with types that like to stand-out so that he can roll in and whittle his targets down.
  • Currently one of the adventuring parties dealing with the Temple of the Elemental Evil. That terrible dungeon, semi-sunken in the Great Salt Marsh. So far, the most progress the party has made is clearing out the Moathouse that the Temple's cult had been using as a surface outpost. Now its a question about finding and penetrating one of the entrances said to lead into the temple.

Monday, November 17, 2025

Alexandre Gachet, Human Spellsword

 

Alexandre Gachet

Human Spellsword / Knight-Errant

Might: 3D+2
Agility: 2D
Wit: 4D
Charm: 2D+1
Move: 14

Skills

Sword: 6D
Magic: 6D+1
Athletics: 5D
Intimidate: 3D+2
Search: 4D
Animal Handling: 2D+1
Dodge: 2D

Defenses

Block: 11
Dodge:
6
Parry: 18
Shielded Defense: 9 when applicable
Soak: 17

Weapons

Bonded Longsword +1: Attack 6D+1, Damage 6D+1
Dagger: Attack 3D+2, Damage 4D+2
Shield Bash: Attack 3D+2, Damage 4D+2

Armor

Mithral Full Plate: +6 Soak
Shield: +3 defensive TN when applicable

Perks & Traits

Sorcerer
Human Adaptability
Weapon Bond
Second Wind — 1/Rest

Spells

Shield
Absorb Elements
Thunderwave
Shocking Grasp

Notes 

  • Sir Alexandre Gachet is a Human Spellsword. A specially trained knight-errant who has melded arcane ritual with martial swordplay, with the added ability to channel destructive spells through the martial weapons that are wielded in battle. Alexandre is an up-and-coming member of the Order of the Sapphire Rose which specializes in this unique class.
  • Is a member of House Gachet, one of a few baronial houses that splits County de Camleme and the nearby Citadelle de la Camleme. Alexandre's rivals include the Lionstones and the Selmys of the region. Alexandre is the second son, thus is only viewed as a spare if his elder brother dies and is allowed to pursue his training as a Spellsword.
  • Of wears the decorative plume in the color of his house, which is known as 'lac blue.' It further compliments his knightly colors of the Sapphire Rose.

Friday, November 14, 2025

Aladair Greenbreeze, Elven Gunslinger

Name: Aladair Greenbreeze
Ancestry: Elf / Level: 4

Attributes 
Str: 14 / 
Dex: 18 / +1
Con: 14 / 
Int: 14 / 
Wis: 14 / 
Cha: 13 / 

Info 
AC (Leather +1): 14
Save: 12
BtH: +2
HP: 14

Musket +1: Attk: +4 / D: 1d6+2 / R: Far

Shortsword: Attk: +2 / D: 1d6 / R: Melee

Dagger: Attk: +2 / D: 1d6-1 / R: Thrown (+3)

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Ammo Pouch, Scroll of Knock, Scroll of Invisibility, Potion of Cure Light Wounds, Potion of Protection from Dragons

Traits 
Night Vision / Detect Secret Doors (d6): 3-in-6 / Saving Throws: +2 Save vs. Ghoul Touch & Blasts/Breath

Spellcasting 
1st - Slots: 2: Arcane Ammunition, Read Magic

2nd - Slots: 1: True Sight

Notes 

  • Aladair Greenbreeze is a member of the Exiles mercenary company. A company of Elves who, after the Great War, were blamed by the Kingdom of Sunrae's mad king for failing to crush the northern humans of Moonrae and instead forcing his government to accept a stalemate. As punishment, Aladair and his fellow soldiers were faced with either going into exile into the Borderlands or face execution. He was one of the ones who left his homeland.
  • While Elves are always famous for their use of the bow, Aladair is one of the few fusilier troopers within the company. The butt and wooden frame of his percussion cap musket contain decorative engraving of leaves despite being a weapon of iron and powder.
  • Like many 'Exile' units, Aladair is under contract with the city-state of Seaside to patrol the region of the Great Salt Marsh which separates Sunrae from the northern Red Hills and Badlands. His unit has dealt with swamp dwelling threats, such as undead, bandit gangs, lizardfolk marauders, and wild beasts.

Thursday, November 13, 2025

Cousin Sinister, Moppet Assassin

 

Cousin Sinister

Moppet Rogue / Assassin

Might: 2D+1
Agility: 4D
Wit: 2D+2
Charm: 3D
Move: 15

Skills

Stealth: 6D+1
Performance: 5D+1
Sleight of Hand: 5D+1
Dodge: 5D+1
Deception: 4D+1
Throw: 4D
Intimidate: 3D+1
Search: 3D
Brawl: 2D+1
Knife: 2D+1

Defenses

Block: 7
Dodge:
16
Parry: 7
Soak: 8
Poison Soak: 11

Weapons

Throwing Knives: Attack 4D, Damage 3D+1
Dagger: Attack 2D+1, Damage 3D+1; Thrown 4D
Garrote: Attack 2D+1, or Sleight of Hand 5D+1 from surprise, Damage 3D+1, Strangle

Armor

Tough Clothing: +1 Soak

Moppet Traits

Resilience
Disease Immunity
Sentry Rest
Animated Personality
Construct Recovery

Rogue Traits

Assassinate: +1D attack against an unaware/not-yet-acted target; +1D damage if genuinely surprised.
Mimicry: Performance may be used to convincingly imitate voices and mannerisms.

Gear

Rope, grappling hook, lyre, thieves' tools, carpentry tools, general toolkit.

Notes 

  • Cousin Sinister, like his identical 'Uncle' before him is a Moppet Assassin for hire. Moppets, also known as Puppetfolk, are smaller constructs made in the same creation forges as Warforge. The noble houses dealing in conjuration and golemancery hoped to undercut the actor's guild by simply creating their own actors, covering them in felt, and giving them 'googly' eyes, not realizing that Moppets, like Warforge, would develop their own thoughts and feelings.
  • Like the original 'blue, slightly reptilian looking moppet' before him, a bad streak of energy flows into Cousin Sinister, making him an at times charming and funny, but ultimately cold blooded killer. At least he has so far channeled that dark power into proper contract killing and not being a psychopathic moppet.
  • Favors the garotte. He likes to leap from a hidden place, land on the back of his target, and then get the wire around him. With a hit, not only does he do Sneak Attack damage, his fighting then becomes a grappling contest, with every time he wins, he strangles the target until they expire.

Wednesday, November 12, 2025

Nicodemus Wynngar, Goblin Gunman

Name: Nicodemus 'Nico' Wynngar
Ancestry: Goblin / Class: Gunman / Level: 5

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

Saves 
Moxie: 11
Quickness: 11
Toughness: 11
Driving: 11
Observation: 12

Info 
AC (Overcoat): 17
Ini: +2
BtH: +2
HP: 29

Debeer Machine Pistol: Attk: +4 / D:1d8 / R: Near / RoF: 2

Sword 9mm: Attk: +4 / D: 1d8 / R: Near / RoF: 2

Switchblade: Attk: +2 / D: 1d4 / R: Thrown / Special: Concealed

Gear: Tool Kit, Thieves' Tools, Penflash

Traits 
Goblin: Darkvision. Small Size: +1 AC.

Rough and Ready (5): May make a number of bonus attacks equal to level when targeting 1 HD foes.

Intimidating: +1 Roughing Up checks

Scrapper: Ignores -4 for improvised weapons.

Notes 

  • Nicodemus 'Nico' Wynngar is a member of the Wynngar goblin clan that inhabits portions of North and Central Neptune Key. The Wynngars are overseen by the matriarch, Agrippina Wynngar. The Wynngars are known for their trade artificers, bootleggers, and bounty hunters in the wilder parts of the Key and the outer swamp.
  • Nicodemus, like his brother Olybrius 'Ollie' Wynngar, is a bounty hunter who often gets jobs either from the Nocturnal Council or the wererat, Nestor Dowst. The Council's actions, typically targeting rogue vampires and weres who will not abide the council's orders, are partly sanctioned by the city government. The jobs Nestor tends to offer sometimes fall out of line.
  • Since the death of Olybrius when hunting down two vampire brothers, Nico has been working the bounty hunting scene by his lonesome in opposition to his mother's wishes. He now partners with the dhampir, Katja Naumova, in bringing down high risk targets.

Tuesday, November 11, 2025

Gearbolt, C.o.G.S. Battle Automaton

 

Gearbolt

C.o.G.S. Steampunk Battle Automaton

Might: 4D
Agility: 3D
Wit: 3D
Charm: 2D+2
Move: 15

Skills

Heavy Melee: 6D+1
Athletics: 6D+1
Brawl: 5D+1
Repair: 4D+1
Search: 4D
Survival: 4D
Dodge: 4D

Defenses

Block: 16
Dodge:
12
Parry: 20
Soak: 15

Weapons

War Wrench +1: Attack 6D+2, Damage 7D, Two-Handed
Slam: Attack 5D+2, Damage 5D

Perks

Recall
Quick Study
Armor, Light
Natural Weapon, Light — Slam

Construct Traits

Constructed Resilience
Disease Immunity
No need to eat, drink, or breathe
Sentry Rest

Battle Systems

Threat Detection: +1D defense against detectable traps and sudden hazards.

Power Swing: +1D melee attack; enemies gain +1D attacks against Gearbolt until his next turn.

Piston Charge: After meaningful movement, one melee attack per round gains +1D damage and may knock back a sufficiently affected target.

Gear

Pack, toolkit, spare parts, maintenance supplies, Emergency Repair Compound.

Notes 

  • Gearbolt is a C.o.G.S. (Creation of Generated Science) and a 'Barbaric' type fighter. When his internal combustion engine raises temperature, he charges into battle, bull rushing and caving people in with either his enchanted 'War Wrench' or his natural slam attack. His two-weapon fighting allows him to use both war wrench and slam as part his attacks.
  • Once served as a shock trooper for House Fitzharding, one of the great noble houses that have divided the Nation of Tonaby. The Fitzhardings used their units of C.o.G.S. along with their standing army when Lord Fitzharding's youngest son was framed for murdering a foreign emissary. Rather than hand him over, the Fitzhardings and the cadet houses of the conservative faction became openly hostile to the capital.
  • The rubies that power Gearbolt not only give him life, they provide him protection against magical and mundane fire.

Monday, November 10, 2025

Lindsey Appleby, Half-Elf Medicant

 

Name: Lindsey Appleby
Ancestry: Half-Elf / Class: Scientist / Level: 5

Attributes 
Str: 13 / +1
Dex: 15 / +1
Con: 15 / +1
Int: 18 / +3
Wis: 16 / +2
Cha: 15 / +1

Saves 
Explosions: 11
Mentalism: 10
Energy: 9
Poison: 10
Falls: 12
General: 11

Info 
AC (Coat): 14
Ini: +1
BtH: +2
HP: 27

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

Short Sword: Attk: +3 / D: 1d6+1 / R: Melee

Revolver: Attk: +3 / D: 1d8+1 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Bio-Samples, Tool Kits (Medicant), Healer's Kit

Traits 
Half-Elf: Infravision. Sharp Senses: +2 Search checks. Resistance: +2 Save vs. Enchantment and Magical Sleep.

Inventions 
1st - Slots: 2: Stunning Field, Tri-chorder

2nd - Slots: 2: Tissue Regenerator, Weakening Beam

3rd - Slots: 1: Disease Antimogrifier

Notes 

  • Lindsey Appleby is a Medicant, an scientist who is an expert in bio-engineering and alteration, which gives her an understanding of the manipulation of biological matter typically through arcane means. Including the ability to graft bio-matter onto a subject's body to provide advantages to the user.
  • Typically takes adventuring jobs for either the money to fund her research since that last experiment in bio-grafting had a minor setback and the dean at Plumstead University had to receive emergency surgery to remove an experimental armor graft that caused his bones to grow into a hardened plate shell. Coincidentally, Lindsey was expelled from Plumstead University.
  • Has setup a new lab outside the city of Aberdeen at Barnsil Castle. The rent is low because the castle is haunted by the mad ghost of Lord Barnsil, but so far Lindsey has found the basement level is avoided by the shadow, and every once in awhile she needs to deal with a few zombies who rise form the ground. The rent is still very reasonable.

Friday, November 7, 2025

Landel St. Ensor, Gnome Investigator

 

Name: Landel St. Ensor
Ancestry: Gnome / XP: 35 / Rank: Seasoned

Attributes 
Agi: d6
Sma: d10
Spi: d8
Str: d6
Vig: d6

Skills: Fighting: d6, Notice: d10, Know (Law): d6, Investigation: d8, Persuade: d8, Shooting: d6, Stealth: d6, Streetwise: d8

Info: Pace: 6 / Parry: 5 / Toughness: 5 (1 - Suit)

Sword Cane: Attk: d6 / D: 2d6 / R: Melee / Special: Concealable

Dagger: Attk: d6 / D: d4+d6 / R: 3/6/12

Derringer: Attk: d6 / D: 2d6+1 / R: 5/10/20 / AP: 1

Gear: Investigator's Kit, Wand of Secrets, Pipe 

Traits 
Gnome: Low Light Vision. Hobby (Free d6 Knowledge Skill). Small.

Edges: Connections (Caledonia Hall), Danger Sense, Jack-of-All-Trades, Investigator, Level Headed, 

Hindrances: Obligation (Mi - Caledonia Hall), Obsessive (Maj), Quirk, Small

Notes 

  • Landel St. Ensor is a Gnome Investigator and Consulting Detective for Caledonia Hall, located in the gaslight city of Berwyck-on-Hill, or Berwyck. Another trading city along the dark river that receives oil shipments from far away establishments such as North Umbermoor in exchange for linen, wool, and meat that Berwyk is famous for.
  • While there is an established constabulary within Berwyck, tough cases, or the need for an accurate criminal profile has had the top brass of Caledonia hire Landel to at least generate a profile of killers, cutpurses, and master burglars. He likes using the extra money on new suits, as well as the times he has fallen in debt over the Garland Sweeps horse racing. Landel can generate the face of a killer, but he cannot deduce which horse will win when he bets the house.
  • Has a sharp mind that allows him to dodge danger with smart defense. He also has improved unarmed strike, not because he has developed some ancient martial arts technique. He is just willing to punch, especially human opponents, below the belt with targeted force to the groin or knee cap. 

Thursday, November 6, 2025

Wendell Malden, Halfling Knife Fighter

 

Name: Wendell Malden
Ancestry: Halfling / Class: Fighter / Level: 3 / Background: Criminal

Attributes 
Str: 13 
Dex: 14 
Con: 16 
Int: 10 
Wis: 13 
Cha: 12 

Info 
Ini: 14
Damage: 1d8 / 1d6
Armor (Studded Leather) 5
HP: 26

Dagger: Attk: 13 / D: 1d8 / R: Thrown (14)

Dagger: Attk: 13 / D: 1d8 / R: Thrown (14)

Club: Attk: 13 / D: 1d8 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rope

Traits 
Halfling: Duskvision. Advantage on Save vs. Fear & Poison. Skirmisher (1/day): Advantage on Initiative tests; Once per day, deal an automatic Critical to a thrown or bow attack.

Second Wind (1/Encounter): Recover 1d8 in lost hit points.

Multiattack (3): Make a number of attacks equal to level.

Split Shield: A Warrior may sacrifice their shield to negate the damage from a failed Str or Dex Save. The Warrior must have a shield equipped to use this ability.

Notes 

  • Wendell Malden is a Halfling Scout. He's no ranger, communing with the trees or speaking to the animals, he is a hard bitten tracker who has certainly seen plenty of danger out of Gorman's Junction and dealing with the forces out of the Chaotic Caves. The adventurers who need a guide to lead them through the region know to find him at the Black Poole drinking at the counter.
  • Although he is a Fighter, Wendell knows a thing or two about the underbelly of the world. His Criminal background not only gives him Thieves' Tools training and Thieves' Cant, but he likes to be quick and use light armor so as not to slow him down. His favored maneuvers include ambushing, tossing knives, and slashing back when people miss him.
  • Is from the Stout clan, so despite the skullduggery, Wendell has traded up the innate ability to hide for an inner toughness that helps protect him against poison.

Wednesday, November 5, 2025

Marie Glassmaker, Gnome Alchemist

 

Marie Glassmaker

Gnome Apothecary, 4th Level

ANCESTRY: Gnome
CLASS: Apothecary
LEVEL: 4
SIZE: Small
MOVE: 20 ft.
AC: 12
BtH: +1
HP: 13
PRIME ATTRIBUTES: Intelligence, Dexterity

Attributes

Strength: 12 / +0 / +4
Dexterity: 15 / +1 / +10
Constitution: 14 / +1 / +5
Intelligence: 18 / +3 / +13
Wisdom: 15 / +1 / +5
Charisma: 14 / +1 / Save: +5

Combat

Dagger: +1 to hit, 1d4 damage, Melee; +2 to hit when thrown
Light Crossbow: +2 to hit, 1d6 damage, Ranged
Alchemist’s Fire: +2 to hit, 2d6 fire damage on a direct hit; adjacent creatures take 1d6 fire damage, Dexterity save negates splash

Literate

Marie can read and write any language she speaks.

An Intelligence check may be required for exceptionally difficult, damaged, archaic, technical, or badly written material.

Medicines & Potions

Marie can prepare medicinal and chemical compounds when she has access to suitable ingredients, containers, and tools.

Herbals: At 4th level, a creature treated with Marie’s herbal remedies gains a +3 bonus on saving throws against disease or illness.

Sleeping Draught: Marie can prepare a draught that induces sleep for up to 4 hours. An unwilling recipient may attempt a Constitution save. On a successful save, the target remains awake but suffers –1 to attribute checks, attack rolls, and AC from drowsiness.

Poisons: Marie can identify poisons with a successful Intelligence check and can manufacture both poisons and antitoxins.

Her prepared poisons have CL 7 for Constitution saves against their full effects, based on her level and Intelligence modifier.

Once a poison has been identified, Marie may attempt an Intelligence check to create an effective antitoxin.

Care & Attention

If Marie spends at least 1 hour per day tending to a recovering patient, that patient regains 2 additional hit points per full day of bed rest.

This includes changing bandages, cleaning wounds, checking for infection, monitoring food and water, and keeping the patient comfortable.

Glassblowing

Marie gains a +4 bonus on appropriate Dexterity or Intelligence checks involving the creation, repair, assessment, or design of glassware, including laboratory vessels and alchemical containers.

Research

Marie gains a +4 bonus on Intelligence checks involving locating, interpreting, comparing, and cross-referencing information in books, laboratory records, journals, formulae, and scholarly texts.

Chemistry

Marie gains a +4 bonus on Intelligence checks involving chemical compounds, reactions, acids, solvents, minerals, combustion, medicines, and related material processes.

Gnome Traits

Animal Empathy: Marie can communicate simple emotions and ideas with burrowing mammals such as badgers, foxes, moles, and rabbits.

Combat Expertise — Goblins & Kobolds: Marie gains +1 to hit in melee against goblins and kobolds.

Darkvision: Marie can see in complete darkness to 60 feet in shades of gray.

Enhanced Hearing: Marie gains +3 on listening checks.

Gnome Magic: Once per day each, Marie may use Dancing Lights, Ghost Sound, and Prestidigitation as a 1st-level caster.

Magic Items

Ring of Protection +1: Included in Marie’s AC.

Girdle of Many Pouches: Provides numerous convenient storage compartments for tools, reagents, medicines, and small objects.

Alchemist Jug: Produces its normal assortment of liquids according to its magical properties.

Potion of Healing

Potion of Protection from Fire

Scroll Case: Contains scrolls of Acid Arrow and Web. These are retained as treasure but are not part of Marie’s class abilities.

Equipment

Pack, canteen, rations, bedroll, lantern, oil, mess kit, inkpen, ink, medical and laboratory notes, alchemy kit, glassware, bandages, ceramic containers, phials, dagger, light crossbow and bolts, Alchemist’s Fire, scroll case, Ring of Protection +1, Girdle of Many Pouches, Alchemist Jug, Potion of Healing, and Potion of Protection from Fire.

Notes 

  •  Across all instances, Marie Glassmaker is a gnome alchemist and a member of the Glassmaker Clan out of the flying city of Serraine. She is a citizen of the inventors, alchemists, lapidaries, magic-users of the gnome, goblin, and gremlin stock who live on the flying city as it makes its tour across the Known World and beyond. She also maintains a small house in the Five Shires town of Deepmoss, typically for the summer, or when she is tired of seeing clouds.
  • As an alchemist, most of her abilities and spells involve her using the beaker, flask, and phial as a catalyst for her powers.
  • Briefly dated Lamech Porterphase before breaking up as the two joined up with two different adventuring companies flying back down to the mainland and neither were interested in a long distance relationship.

Tuesday, November 4, 2025

Menelaus Multitools - Gnome Rune Knight

 

Menelaus Multitools

Gnome Rune Knight

Might: 3D
Agility: 3D
Wit: 3D
Charm: 3D
Move: 15

Skills

Sword: 5D+1
Athletics: 4D
Craft: 4D
Craft: Smithing: 5D
Dodge: 4D
Persuade: 4D
Search: 4D+1
Brawl: 3D
Knife: 3D

Defenses

Block: 9
Dodge:
12
Parry: 16
Soak: 15
Giant Soak: 18

Weapons

Rune Blade: Attack 5D+1, Damage 6D+1, Two-Handed
Rune Blade while Giant: Damage 6D+4
Dagger: Attack 3D, Damage 4D
Kukri: Attack 3D, Damage 4D+2

Armor

Plate Armor: +6 Soak

Gnome Traits

Darkvision
Gnomish Cunning
Tinker's Lore
Inventor — Wind-Up Monkey

Rune Knight Traits

Cloud Rune — 1/Rest: Redirect a successful nearby attack to another valid target.
Frost Rune — 1/Rest: +1D Athletics and applicable Might checks for the scene.
Might of Giants — 2/Rest: Become Large; +1D active Might checks, +3 melee damage, +3 Soak, increased reach.
Second Wind — 1/Rest: Reduce wound level by one step.

Gear

Pack, canteen, rations, bedroll, lantern, oil, mess kit, Potion of Healing, Helm of Mind Shielding, chess set, glassblower's tools, smith's tools, and wind-up monkey.

Notes 

  • Menelaus is a Rune Knight. Although trained as a combat, Menelaus has access to a certain degree of magical discipline that he can channel in a limited number of runes that grant him supernatural powers.
  • Is a member of the Order of the Owlbear. One of several knightly orders that are spread across various crusader kingdoms on an arid planet of Antioch. The Order of the Owlbear is dominated by various groups of gnomanity and include both Rune Knights and Paladins whose faith is typically placed in the gods that oversee arcane magic and knowledge.
  • Has a brother named Agamemnon Multitools, who has fallen to shadow and has become a Anti-Paladin. Menelaus has sworn that he would bring his brother to justice, either to redeem him, or put him down permanently.

Gnome Vampire

Gnome Vampire Undead supernatural predator Scale: 0D Might: 3D Agility: 4D+1 Wit: 4D+1 Charm: 3D+1 Move: 12 Skills Athletics: 5D Bra...