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.

Friday, April 10, 2026

Tymir Greatstand, Dwarven Boxman

 

Name: Tymir Greatstand
Ancestry: Dwarf / Class: Rogue / Level: 5

Attributes 
Str: 14 / +2
Dex: 15 / +2
Con: 18 / +4
Int: 14 / +2
Wis: 14 / +2
Cha: 10 / +0

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

Info 
AC: 14 (Leather + Ring of Protection)
Ini: +2
PB: +3
Perception:
HP: 53

Dagger: Attk: +5 / D: 1d4+2 / R: Thrown

War Pick: Attk: +5 / D: 1d8+2 / R: Melee

L. Crossbow: Attk: +5 / D: 1d8+2 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Thieves' Tools, Marbles, Figure of Wondrous Power (Onyx Dog), Ring of Protection

Traits (Dwarf): Darkvision. Resilience: Magic, Poison. Damage Resistance: Poison. Stonelore (Wis). Toughness: +1 HP per level.

Skills: Deception: +3, History: +5, Insight: +5, Perception: +5, Sleight of Hand: +5, Stealth: +5 / Tool Kits (+3): Smith's Tools, Thieves' Tools

Feats: Resilience (Con)

Sneak Attack (3d6) / Cunning Action: Dash, Disengage, Stealth + Sleight of Hand, Thieves Tools

Uncanny Dodge (1/Round - Reaction) / Second Story Work 

Notes 

  • Tymir Greatstand is a Dwarven 'boxman' a Dwarf Thief specializing in the act of picking locks, particularly the locks found on safes and merchant's chest. Most of his points in terms of 'Thieving Skills' are spent that he can pick nearly any lock that he comes across.
  • By day, he works as a legitimate locksmith outside of the Village of Hommlet. When Nina Melubb, the daughter and new owner of Melnubb's Fine Jewelers and Exchange (The Money Changer), needed new locks for her chests to discourage rapscallions from trying to steal her gems, she entrusts the work to T. Greatstand.
  • Favorite magic item? His wondrous figure is that of the onyx dog that he names Hogan. His companion, tracker, and mascot for Tymir's 'Black Dog Smithery'. 

Thursday, April 9, 2026

Callen Dunrobin, The 'Other' Outlander

 

Name: Callen Dunrobin
Ancestry: Human / Class: Fighter / Level: 5 / Background: Noble

Attributes 
Str: 18 / +4
Dex: 15 / +2
Con: 14 / +2
Int: 10 / +0
Wis: 12 / +1
Cha: 12 / +1

Saves 
Str: +7
Dex: +2
Con: +5
Int: +0
Wis: +1
Cha: +1

Info 
AC: 16 (Brigandine)
Ini: +2
PB: +3
Perception: +1 / 11

Broadsword +1: Attk: +8 / D: 1d8+4 / R: Melee

Dirk: Attk: +7 / D: 1d4+4 / R: Thrown

Flintlock Pistol: Attk: +5 / D: 1d10+2 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Clan Tartan, Locket

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

Skills: Animal Handling: +4, Athletics: +7, History: +3, Insight: +4, Performance: +4, Persuade: +4 / Tool Kits (+3): Card Set, Vehicles (L)

Feats: Disarm, Gunner

Second Wind (1/Short Rest): Heal 1d10 + 5 / Action Surge (1/Short Rest): Take 2 actions in 1 round.

Fighting Style (Dueling): +2 damage when wielding a weapon in 1 hand.

Fighting Spirit (3/Long Rest): Gain Advantage on Attack; Gain +5 Temporary HP

Extra Attack: Make 2 attacks per round.

Notes 

  • Callen Dunrobin is a 'temporally' displaced Outlander who may, or may not have passed through certain arcane stones in and around mid-1700's Scotland. Unfortunately for him, his arrival brought him to Uppercity Park located in on the Rock of Bral through a set of standing stones that stood since Captain Bral (the pirate) founded the Rock. His arrival was treated as more of a nuisance than anything too surprising.
  • Since having arrived and after a few failed times trying to pass back to his time, including that one time that ended with Callen spending a night in jail for trespassing, Callen has managed to find a job working as part of 'Theta Squad.' One of several reclamation teams that work for artificer merchant, Gaspar.
  • Dunrobin has learned his family broadsword, somehow by passing through the portal from Scotland to the Rock, has become enchanted, acting as a +1 weapon. 

Wednesday, April 8, 2026

Lionel Nichols

 

Name: Lionel Nichols
Ancestry: Human / Class: Soldier / Level: 7

Attributes 
Str: 14 / +2
Dex: 17 / +3
Con: 15 / +2
Int: 10 / +0
Wis: 14 / +2
Cha: 11 / +0

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

Info 
AC: 17 (Scale Lined Coat)
Ini: +11
PB: +3
Perception: +5 / 15
HP: 60

Bolt-Action Rifle: Attk: +8 / D: 1d12+5 / R: Far

Revolver: Attk: +8 / D: 1d8+5 / R: Near

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

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Journal, Inkpen, Ink, Cartridge Pouch, Potion of Healing (x2), Bracers of Marksman

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

Skills: Animal Handling: +5, Athletics: +5, Insight: +5, Intimidate: +5, Perception: +5 / Tool Kit (+3): Card Set, Vehicles (L)

Feats: Alert, Gunner, Medium Armor Mastery

Fighting Style (Marksman): +2 to-hit with Ranged weapons.

Second Wind (1/Short Rest): Heal 1d10 + 7 / Action Surge (1/Short Rest): Take 2 actions in 1 round.

Grit 
# of Points: 3 / Save: 13 / # of Maneuvers: 3

Deadeye, Dazing Shot, Violent Shot

Notes 

  • Lionel is a guardsman working out Mulholland Station in a time of steam trains and 'Blessed Victoria' across the sea. Despite the gilded age, shadows of the monstrous 'Red Death' seem to hang across the known world. It is believed that forces of good are beleaguered by the 'Dark Powers' who allow the Red Death to terrorize and corrupt people. Lionel focuses on his main role of protecting the station as part of local gendarmerie.
  • Is drawn into the strange happenings that seem to plague the world when he finds a woman named Betty Elm unconscious near the train station. When she awakens, she gives her name, saying she comes from 'Hungry Horse where the Lumberjacks Work' and that she had just arrived in the big city when she was attacked near a local tavern by a monster lurking behind the building.
  • Lionel's weapon of choice: A .30 smokeless bolt action backed by a six-shot army revolver and his officer's arming sword. 

Tuesday, April 7, 2026

Orderic Lionstone, Human Fighter

 

Name: Orderic Lionstone
Ancestry: Human / Class: Fighter / Level: 5

Attributes 
Str: 19/ +4
Dex: 10 / +0
Con: 15 / +2
Int: 12 / +1
Wis: 12 / +1
Cha: 14 / +2

Saves 
Str: +7
Dex: +0
Con: +5
Int: +1
Wis: +1
Cha: +2

Info 
AC: 19 (Full Plate +1)
Ini: +0
PB: +3
Perception:
HP: 44

Greatsword +1, Frostbrand: Attk: +8/ D: 2d6+5 / R: Melee / Special: Frostbrand - +1d6 damage (Cold); Resistance to Fire

Warhammer: Attk: +7 / D: 1d6+4 / R: Melee

Dirk: Attk: +7 / D: 1d4+4 / R: Thrown 

Gear: Pack, Canteen, Rations, Bedroll, Torches, Oil, Mess Kit, Potion of Healing (x2), Riding Horse

Traits 
Human: Versatile: Begin play with a free skill. Gift: Begin play with a free Gift.

Skills: Animal Handling: +5, Athletics: +7, History: +5, Intimidate: +5, Persuade: +5 / Tool Kits (+3): Dragon Chess, Vehicles (L)

Feats: Heavy Armor Mastery

Maneuvers 
# of Maneuvers: 3 / Dice Type: d8 / # of Dice: 4 / Save: 15

Goading Attack, Lunging Attack, Sweep 

Notes 

  • Orderic is a member of House Lionstone and its heir, making him valuable, and at the same time, and annoyance to Lord Lionstone for taking such risks with his life despite such responsibilities, but Orderic feels traveling and adventure are important to build himself up to rule. He makes up one of three baronial families that make up County de Camleme. His rivals include the Gachet and the Selmys.
  • Favors a greatsword, his sword in particular is an heirloom in his family and includes the unique essence of Frostbarand. A soft chill exudes from the blade when its drawn and held, often glowing in a soft blue light. While wielding the sword, Orderic finds his body is protected from fiery hazard.
  • Is aware his father is negotiating a marriage contract with either House Selmy or House Gachet. Orderic is being kept from these negotiations and has so far managed to avoid disgracing the family name by trysting.

Monday, April 6, 2026

Daqor Pel, Rastipede

 

Name: Daqor Pel
Ancestry: Rastipede / Class: Mage / Level: 5

Attributes 
Str: 13 / +1
Dex: 12 / +1
Con: 16 / +3
Int: 17 / +3
Wis: 16 / +3
Cha: 14 / +2

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

Info 
AC: 15 (Natural + Ring of Protection +1)
Ini: +1
PB: +3
Perception: +6 / 16
HP: 37

Quarterstaff: Attk: +4 / D: 1d6+1 / R: Melee / Special: Reach

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

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

Gear: Pack, Canteen, Rations, Bedroll, Spellbook, Inkpen, Ink, Journal, Charts, Scroll Case, Component Pouch, Ring of Protection, Wand of Lightning Bolts

Traits 
Rastipede: Chitinous Armor (Natural Armor): 14 + Dex. Keen Senses (Scent). Powerful Build. Longstrider.

Skills: Arcana: +6, Insight: +6, Investigation: +6, Perception: +6, Religion: +6 / Tool Kit (+3): Vehicle (A)

Feats: Initiate of High Sorcery

Portent (2/Long Rest): Roll 2d20 and record rolls separately. A Diviner can use those results in place of a d20 roll they have just made.

Arcane Recovery (1/Long Rest): Recover 2 Spell Slots

Spellcasting 
Attk: +6 / Save: 14

0: Acid Splash, Blade Ward, Light, Message

1st - Slots: 4: Comprehend Languages, Detect Magic, Feather Fall, Floating Disk, Fog Cloud, Longstrider, Protection from Evil and Good, Shield, Sleep, Unseen Servant

2nd - Slots: 3: Acid Arrow, Detect Thoughts, Mirror Image, See Invisibility

3rd - Slots: 2: House of Cards, Lightning Bolt

Notes 

  • Daqor 'D' Pel is a Rastipede Mage and Spelljammer pilot who often works with the Letterkyne brothers, piloting their coaster trading vessel. He even has his own brass plate he has attached to his major helm in order to let everyone know who has that seat reserved on the bridge, which, granted, is a little redundant given he is one of the few certified spellcasters on board.
  • Is of the 'Daqor' clan-hive while his signifier is his 'surname' Pel. His friends, and the crew on the bridge when things get harry call him 'D' for short.
  • Hobby of choice? Making ships in bottle. He is working on a replica of a Squidship in his spare time to go along with his Goblin Blade shuttle.

Friday, April 3, 2026

Topace, Dragonborn Fighter

 

Name: Topace
Ancestry: Dragonborn / Scale Color: Topaz / Element: Air / Class: Fighter / Level: 3 / Background: Mercenary

Attributes 
Str: 18 / +4
Dex: 12 / +1
Con: 15 / +2
Int: 13 / +1
Wis: 14 / +2
Cha: 14 / +2.

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

Info 
AC: 18 (Half-Plate + Shield)
Ini: +1
PB: +2
Perception: +4 / 14
HP: 28

Warhammer: Attk: +6 / D: 1d8+4 / R: Melee

Dagger: Attk: +6 / D: 1d6+4 / R: Thrown

Shield Bash: Attk: +6 / D: 1d6+4 / R: Melee

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

Traits 
Dragonborn: Scale Ancestry (Air / Lightning). Scale Resistance (Lightning). Lightning Breath (Dex Save: 12 - Line): Damage 2d6 (Lightning).

Skills: Athletics: +6, Insight: +4, Perception: +4, Persuade: +4, Survival: +4 / Tool Kits (+2): Card Set, Smith's Tools, Vehicles (L)

Second Wind (1/Short Rest): Heal 1d10 + 3 / Fighting Style (Defense): +1 AC

Action Surge (1/Short Rest): Allow the Fighter to take two actions in one round.

Fighting Spirit (3/Long Rest): Gain +5 Temporary HP and Advantage on the next Attack Roll.

Notes 

  • Topace has made several appearances across different campaigns. Suffice to say, the main points about him that is universal about him is that he descends from the Gemstone/Topaz gemstone. His gem coloring and back aligns him with Elemental Air where he often breathes either electricity (Lightning) or withering time breath (Necrotic). The other universal factor is that he uses a warhammer as his main weapon as its good for cracking heavily armored figures.
  • Is from the desert regions, typically moving into settled lands and following the sellsword trade. Moving between towns, Topace has been known to work with the Polnezna/Romani tribes and sects to tag along with their caravans, except if he is part of an adventuring group or temporarily working with a larger military force.
  • Known for his orange colored half-plate that he wears in the field. 

Thursday, April 2, 2026

Engineer Allern Hasboro, Rebel Engineer

 

Engineer Hasboro

AC: 15 (Engineering Utilities)

HP: 18 (3d8 + 3)

Speed: 30 ft.

CR: ½ / PB: +2


Attributes
Str: 11 / +0
Dex: 13 / +1
Con: 12 / +1
Int: 14 / +2
Wis: 14 / +2
Cha: 10 / +0


Skills: History: +6, Investigation: +4
Senses: Darkvision 60 ft., Perception: +2 / Passive: 12

 

Multiattack: Can make 2 attacks with standard weapons, or instead use an Artificer power instead. 


Blaster Pistol: Attk: +3 / D: 1d10+1 / R: Near / Energy: Force


Scattergun: Attk: +4 / D: 1d12+2 / R: Near / Energy: Thunder


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


Gnomish Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic


Infusions: Enhance Defense, Repeating Shot (Scattergun)


Artificer - 3rd Level Caster

Attk: +4 / Save: 12


Cantrips: Fire Bolt, Mending


1st - Slots: 2: Alarm, Build Ray Pistol, Deploy Personal Barrier


Captain Targo, Station Commander




Hasboro’s Drone 

AC: 15

Hit Points: 19

Speed: 40 ft. (Flight)

CR: ½ / PB: +2


Attributes
Str: 14 / +2
Dex: 12 / +1
Con: 14 / +2
Int: 4 / -3
Wis: 10 / +0
Cha: 6 / -2


Skills: Athletics: +4, Perception: +4
Senses: Darkvision 60 ft., Perception: +4 / Passive: 14

 

Vigilant: Cannot be surprised while active. 


Force Beam: Attk: +4 / D: 1d8+2 / R: Near / Energy: Force


Repair (3/Day): Heal 2d8+2 hit points.


Deflect Attack (Reaction): Impose Disadvantage on attacks on the drone’s creator, provided it is hovering within 5 ft. of their creator.

 

Notes 

  • Engineer Hasboro is a member of a local resistance cell that has risen up since the death of Emperor Garland XIV and the lack of an heir in the majority (Garland XV is only a toddler) has allowed succession to grow across the Rosefall Sector. Hasboro is one of those rebels from the gnomish community.
  • Uses a tri-barrel 'Scattergun' that draws and fires charged thunder particles in a nearby range. Because Hasboro is an Artificer, a Magitek Engineer, the weapon has Repeating Shot, making it a +1 weapon.
  • Often accompanied by a drone companion whose force beam is a ranged energy attack. 

Wednesday, April 1, 2026

Forge Ferret

Forge Ferret
Small beast, unaligned
 
Armor Class: 13 (natural agility)
Hit Points: 
22 (5d6 + 5)
Speed: 
40 ft., burrow 10 ft.

Attributes 
Str: -1
Dex: +3
Con: +1
Int: -4
Wis: +2
Cha: +0

Skills: Perception +4, Stealth +5
Damage Resistances: Fire
Senses: Passive Perception 14
 
Traits
Keen Senses

The forge ferret has advantage on Wisdom (Perception) checks that rely on smell or sight.

Furnace Body

The forge ferret’s body radiates gentle heat. It is unaffected by extreme heat and ignores difficult terrain caused by ash, cinders, or loose stone.

Burrower

The forge ferret can burrow through loose earth, ash, or coal, leaving a small tunnel behind.

Actions
Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 6 (1d6 + 3) piercing damag.

Ember Breath (1/Day)

The forge ferret exhales a small burst of embers in a 15-foot cone.

Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a success.

Flammable objects that aren’t being worn or carried ignite.

Notes 

  • Forge Ferrets are elementally touched beasts from the Underdark known to follow groups such as Duergar and Dark Iron dwarves among other groups that are proficient and interested in smithing and other trades that require intense heat. Where there is an underground forge, there is often a ferret curled up near it trying to catch a little ash that the ferret likes to use as part of hits sustenance.
  • Obviously resistant to fire and are capable of breathing flame. A forge ferret is often used as a combination of a companion as well as a convenient light source by traveling groups.
  • Sometimes known as 'Flamenoodle' due to their slender bodies and sleek agility when they move. 

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 /...