Thursday, April 30, 2026

Ptolemy, Emirates Monk

 

Name: Ptolemy
Race: Human / Class: Monk / Level: 3

Attributes

Str: 15 / Attk: +1 / Open Doors (d6): 2-in-6
Dex: 15 / AC: +1 / Attk: +1
Con: 13 / HP: +1 / System Shock: 100%
Int: 11 / Bonus Languages: 2
Wis: 14 /
Cha: 12 / Hirelings: 12 / Retainer Morale: +0


Info
AC (Robes): 13
Save: 13
BtH: +1
HP: 13

 

Martial Arts: Attk: +2 / D: 1d6+1 / R: Melee / Special: Natural


Knife: Attk: +2 / D: 1d4+2 / R: Thrown (+2)


Quarterstaff: Attk: +2 / D: 1d4+2 / R: Melee


Gear: Pack, Waterskin, Rations, Torches, Mess Kit, Bedroll, Rope, Scrollcase, Scrolls, Inkpen, Ink


Traits
Human: Extra Effort (1/day): Roll a d20 of choice twice and take the better of the two rolls.

 

Saving Throws: +2 Save vs. Paralysis and Poison

 

Alertness (-1 Surprise): Typically only surprised on a 1-in-6 roll.

 

Thief Skills: Climb Walls: 89% / Delicate Tasks: 25% / Hear Sounds (d6): 4-in-6 / Hide in Shadow: 20% / Move Silently: 30% / Open Locks: 20%

 

Notes 

  • Ptolemy is a Human monk from the north of the Grand Duchy, up into the vast windblown dunes and scattered oasis settled cities of the Emirates of Ylaruam. Ptolemy is one of the monks of the Sandedge Monastery, located on the outer edge of the city of Kirkuk, a city within the Emirate of Dythestenia.
  • While traditionally attracting the Order of the Elements, which is famous for its Monks using elemental bending powers, Ptolemy is one of the few monks to adhere to the Order of the Fighter, sometimes known as the Order of the Streetfighter. While tempered by zen calm, he has a quiet ambition to compete to the King of Fighter's Tournament held in distant Thyatis. Before he can compete, he is in need of experience... and traveling money.
  • Currently working under Clifton Caldwell in order to refine his skills, and make said money to support his quest to be the greatest tournament fighter in the Known World. 

Wednesday, April 29, 2026

Templeton Paws, Harengon Sorcerer

Name: Templeton Paws
Amcestry: Harengon / Class: Magic-User / Level: 3

Attributes
Str: 10 /
Dex: 16 / +2
Con: 12 /
Int: 18 / +3
Wis: 11 /
Cha: 11 /

Saves
Death: 13 Wands: 13
Petrify: 13
Breath: 16
Spells: 15

Info AC (Robes + Bracers of Armor (+2)): 15 Ini: +1 BtH: +1 HP: 10

Quarterstaff: Attk: +1 / D: 1d4 / R: Melee Dagger: Attk: +1 / D: 1d4 / R: Thrown (+2) Crossbow: Attk: +3 / D: 1d8 / R: Near Kick: Attk: +1 / D: 1d4 / R: Melee / Special: Natural


Gear: Quarterstaff, Dagger, Light Crossbow + 20 bolts, Explorer’s Pack (bedroll, mess kit, rope, rations, torches, etc.), Herbalism Kit, Traveler’s Cloak, Potion of Healing, Potion of Flying, Potion of Treasure Finding, Potion of Fire Resistance


Traits Harengon: Small Size: +2 AC vs. Large creatures. Keen Hearing (d6): 2-in-6 Chance to Listen. Quick Reflexes: +1 Save vs. Wands & Traps. Rabbit Hop. Hare-Trigger: +1 Initiative.


Spellcasting 1st - Slots: 2: Charm Person, Hold Portal


2nd - Slots: 1: Flaming Sphere

 

Notes 

  • Templeton 'Temple' Paws is a Harengon Sorcerer and Hedge Mage originally from Glantri, which in turn traces his lineage to a second portal incident that had briefly connected Glantri with a world that the mages thought they could get new rabbit familiars and drew the Harengon instead. Like the Catfolk, Harengon rebelled and fled to Darokin, Five Shires, and Karameikos rather than remain as experiments.
  • Unlike the Catfolk, Harengon have a habit of being able to draw and utilize magical energy. Templeton has the 'Arcanist' bloodline which taps into his advanced mind, rather than his Charismatic bloodline to fuel spells. He is actually quite a timid fellow despite his 'cute' looks as a rabbitfolk.
  • Favorite robe and coat colors? Blue and bronze.

Tuesday, April 28, 2026

Seabring Tomojak, Minotaur Guard Captain

 

Seabring Tomojak

Large minotaur veteran; lawful

Armor Class: 15
Hit Dice: 7+2** (34 hp)
Attacks: 1 gore (1d8+2), 1 saber (1d8+2), or 1 pistol (1d8)
BtH: +7
Movement: 120’ (40’)
Saving Throws: D8 W9 P10 B10 S12 (8)
Morale: 12
Alignment: Lawful
XP: 1,250
Number Appearing: 1
Treasure Type: Special

Languages: Common, Giant.

Brave: Seabring gains a +2 bonus to saving throws against fear.

Labyrinthine Recall: Seabring never becomes lost in a maze, labyrinth, dungeon complex, or similar environment he has already travelled through. He can accurately retrace any route he has personally taken.

Charge: If Seabring moves at least 20’ in a straight line before making a gore attack, a successful hit inflicts double damage.

The victim must also save versus Paralysis or be knocked prone and hurled up to 10’ backward. Creatures too large to be thrown are merely knocked prone.

Reckless Attack: Before making a melee attack, Seabring may choose to attack recklessly. He gains +2 to the attack roll, but suffers a –2 penalty to AC until his next turn.

Gore: Seabring’s horns inflict 1d8+2 damage.

Saber: Seabring’s military saber inflicts 1d8+2 damage.

Pistol: 1d8 damage; range 5’–25’ / 26’–50’ / 51’–90’. Club (1d4), Loud, Misfire, Missile, Point Blank, Reload.

Flintlock Misfire: On an unmodified attack roll of 1–2, the pistol misfires. In damp conditions, it misfires on 1–4. A misfired firearm must be cleaned for 1 turn before it can be fired again.

Special Equipment: Seabring carries 1 potion of healing and 1 elixir of swimming. A potion of healing restores 1d6+1 hp or cures paralysis.

Notes 

  • Seabring Tomojak is a Minotaur captain within the Port Kyna's guard corps, which serve as the main protection force within the city and its coast. He is a native to the Port Kyna region, as are most Minotaur. He serves underneath the Captain-General, the Lord Mayor of Port Kyna, and ultimately Slorn Banethorn, the Iron Duke who controls the region.
  • Like many a minotaur, Seabring has a talent for charging and knocking people either away or over his shoulder before lashing with his saber. He also carries a standard pyrestone lock pistol tucked into his belt. Unlike flint, pyrestone innate projects makes it hard to chip and is able to create a spark in any weather.
  • Although he is an adept swimmer, Seabring has been in a hairy situation or two that it never hurts to keep an Elixir of Swimming on his person that allows him to increase his swimming speed.

Monday, April 27, 2026

Prestor, Bladeback Shaman

 

Prestor

Bladeback Saurial Shaman (Druid), 3rd Level

ANCESTRY: Saurial (Bladeback)
CLASS: Shaman (Druid)
LEVEL: 3
SIZE: Medium
MOVE: 30 ft.
AC: 16
BtH: +1
HP: 23
PRIME ATTRIBUTES: Wisdom, Charisma

Attributes

Strength: 16 / +2 / Save: +5
Dexterity: 12 / +0 / Save: +3
Constitution: 15 / +1 / Save: +4
Intelligence: 14 / +1 / Save: +4
Wisdom: 18 / +3 / Save: +12
Charisma: 17 / +2 / Save: +11

Combat

Quarterstaff: +3 to hit, 1d6+2 damage, Melee
Blade Tail: +3 to hit, 1d6+2 damage, Melee
Claws: +3 to hit, 1d4+2 damage, Melee
Sling: +1 to hit, 1d4 damage, Ranged

Bladeback Saurial Traits

Natural Armor: Prestor’s heavy scales provide AC 16.

Sturdy Frame: Bladebacks gain +2 hit points at 1st level, already reflected in Prestor’s total.

Claws: Prestor may attack with his claws for 1d4 + Strength modifier damage.

Razored Tail: Prestor may strike with his bladed tail for 1d6 + Strength modifier damage.

Darkvision: Prestor can see in complete darkness to 60 feet.

Sound Resistance: Prestor gains +2 on saving throws against sonic and sound-based attacks or effects.

Scent Vulnerability: Prestor suffers –2 on saving throws against gas-, vapor-, and scent-based attacks or effects.

Saurial Speech: Prestor communicates naturally through high-frequency vocalizations and scent. Most humanoids cannot hear his speech, though those familiar with saurials may interpret the emotional scent component. He may understand learned spoken languages normally but cannot speak them without magical or similar assistance.

Cold-Blooded: Prolonged exposure to severe cold can force Prestor into torpor. Insulation and external heat can delay or prevent this effect; warmth eventually revives a torpid saurial.

Unfamiliar Physiology: Prestor suffers –1 to attacks with non-saurial weapons unless specially adapted or learned through class training. His quarterstaff and sling are treated as trained weapons and suffer no penalty.

Druid Abilities

Nature Lore: Prestor can identify plants and animals, find suitable shelter, and forage for food and water using Wisdom checks.

Resist Elements: Prestor gains +2 on saving throws against air, earth, fire, water, cold, and lightning attacks.

Woodland Stride: Prestor moves through natural thorns, briars, overgrowth, and similar terrain at normal speed without harm or impairment. He leaves no trail in natural surroundings and cannot normally be tracked there.

Skills

Healing: +4 on Wisdom checks involving first aid, diagnosis, wound care, stabilization, and mundane treatment.

Herbalism: +4 on appropriate Intelligence or Wisdom checks involving medicinal plants, useful herbs, toxins, and natural preparations.

Religion: +4 on appropriate Wisdom or Intelligence checks involving religions, rituals, spirits, sacred traditions, omens, and religious practice.

Spellcasting

Prestor casts divine spells as a 3rd-level Druid. His Wisdom 18 increases his available lower-level spells, giving him 4/3/2 daily spell slots.

0-Level — 4

  • Create Water
  • Detect Poison
  • First Aid
  • Purify Food & Drink

1st-Level — 3

  • Cure Light Wounds
  • Protection from Evil
  • Produce Flame

2nd-Level — 2

  • Barkskin
  • Resist Elements

Magic Items

Periapt of Charm Resistance: Grants protection against charm effects according to its normal magical properties.

Potion of Healing x2

Potion of Animal Friendship

Equipment

Quarterstaff, sling and ammunition, pack, canteen, rations, bedroll, lantern, oil, mess kit, libram, inkpen, ink, Periapt of Charm Resistance, two Potions of Healing, Potion of Animal Friendship, and normal shamanic/adventuring supplies.

Notes

  • 'Prestor' is the loose Saurian name that is fit for non-Saurian pronunciation as his actual name is various clicks and hums created by the Saurian people. He is a Bladeback Saurian hailing originally from the jungles in and around the Seashell Kingdom of Ierendi, which it, along with the Minrothad Guild Islands, generally support the Saurian enclaves. If there was a united Saurian, also known as Dinofolk, people, it was long ago during the first age of The Known World.
  • Currently in Threshold on pilgrimage to establish seven shrines to Ka, the Protector, also known as Ka, the Sun Serpent within the Immortal temples on the continent. His goal is to try and bring Ka's wisdom to several of the Karameikos temples in the Grand Duchy, starting in the northern forests in and around Threshold.
  • To raise money, Prestor has volunteered along with Kypros and a few others to work under the merchant, Clifton Caldwell.

Friday, April 24, 2026

Beesbrook Castle

 

Beesbrook Castle
Type: Castle
Location: Outer Reach of the Barony of Blasingdale
Known For: Honey... and active waterways

Beesbrook Castle is a cast that can be charitably described as a modest do-it-yourself project that requires a little bit of work on its latest occupants to capture the grandeur, and uncharitably called a near ruin that is only barely saved from being occupied by monsters because the lease that the original Lord Blackbee had custodianship over allowed a coven from the 'Circle of the Stinger' also known as bee druids to operate the apiary on the castle grounds. The presence of the druids kept monsters away while storms and other calamities cracked the old stained glass and allowed much of the estate to fall into ruin before a group adventurers have to come to claim it. Since the castle has been recovered a good deal of work has gone in to fixing up the castle again.

Notes 

  • Occupied by the Sunny & Company (S&C or SAC) as a rival adventuring group to JEMCo (Jeronas-Elara-Moon Company) founded by Moon's druid sister, Sunny, and some of her friends out of Waterdeep and working under the Yawning Portal owner, Durnan of Waterdeep. They received the Keep after helping look into Orcish incursion out of Broken Tooth Hill and stopping further raids, as well as recovering some rare weapons on behalf of the Baron.
  • Current permanent residents include Beydril Stotch, the last of the 'Circle of the Stinger' bee druids who work the apiary, developing products such as lip balm, healing tinctures, and plain old edible honey among other things. While he does have standard work clothes, he also keeps a ceremonial bumble bee costume to commune with the creatures of the hives.
  • The other resident is Idalla, the succubi scribe whom the party discovered and freed from Khundrukar hold, being summoned by the mad Dwarf Mage and ghost, Arundil, and imprisoned in a scribe's office. The party recruited her to tag along and now she works out of the property where the group sails south to the Olman Jungle.
  • Other animals on the property that were befriended and rescued from Broken Tooth Hill include two wolves, a bear, and two giant lizards (a mother and her hatchling). The only ban on the animals is keeping them out of the gated regions where the apiary is located.
  • The pennant is the old house flag of House Blackbee. The castle retained the colors after the last member of House Blackbee was slain somewhere in the Olman Jungle. It was said he was defending his allies from giant wasps when one picked him up... and then dropped him in the air over a nearby crack in the earth... right into a magma pool. 

Thursday, April 23, 2026

Bjorsig Hain, Half-Orc Druid

 

Name: Bjorsig Hain
Ancestry: Half-Orc / Class: Druid / Level: 3

Attributes 
Str: 16 / +2
Dex: 16 / +2
Con: 14 / +1
Int: 12 / 
Wis: 17 / +2
Cha: 8 / -1

Saves 
Str: +11
Dex: +5
Con: +4
Int: +3
Wis: +11
Cha: +2

Info 
AC (Hide): 15
Ini: +2
BtH: +1
HP: 21

Greatclub +1: Attk: +4 / D: 1d10+3 / R: Melee

Dagger: Attk: +3 / D: 1d4+2 / R: Thrown (+3)

Sling: Attk: +3 / D: 1d4+2 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Torches, Oil, Mess Kit, Holy Symbol (Blackthorn), Potion of Healing (x2), Potion of Resist Fire

Traits 
Half-Orc: Duskvision. Scent. Natural Armor: 11 + Dex. Resistance (+2): Disease

Nature Lore (+11) / Resist Elements (+2): Save vs. Air, Earth, Fire, Water, Cold, and Lightning attacks.

Woodland Stride

Spellcasting 
M. Attk: +5 / R. Attk: +5

0 - Slots: 4: Create Water, Endure Elements, First Aid, Flare,

1st - Slots: 3: Entangle, Good Berry, Shillelagh

2nd - Slots: 2: Cure Light Wounds, Heat Metal

Notes 

  • Bjorsig Hain is a Half-Orc Druid from the Hool Marshes region and greater Hool Woods, located north of the Hold of the Sea Princes. It is there that his Druid's grove is dedicated to the spirit of the boar, one of the totem animals of his region. Bjorsig's grove is split between druids such as him, and barbarians who worship the spirit of the boar.
  • Normally has little interest in the pirate controlled south, but the Scarlet Brotherhood invasion has brought the Brotherhood's slave armies from as far as the Amedio Jungle to invade and try to enslave all that they can. An attack against the grove has sent Bjorsig south to try and aid resistance forces against the Scarlet Brotherhood.
  • Has little time for humans or dwarves, especially human children. The only thing he has time for his is animal companion, his war boar named Steelbristle.

Wednesday, April 22, 2026

Kypros Black, Catfolk Rogue

Name: Kypros Black
Ancestry: Catfolk / Rogue / Level: 3 / Background: Criminal

Attributes

Str: 19
Dex: 19
Con: 14
Int: 14
Wis: 14
Cha: 16


Info
Ini: 19 Damage: 1d6 / 1d4 Armor: 4 HP: 18


Shortsword +1: Attk: 19 / D: 1d6+1 / R: Melee


Dagger: Attk: 19 / D: 1d6 / R: Thrown


Handcrossbow: Attk: 19 / D: 1d6 / R: Near


Claws: Attk: 19 / D: 1d6 / R: Melee


Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Thieves’ Tools, Rope, Rope of Climbing, Gloves of Thievery


Traits
Catfolk: Low Light Vision. Claws (Natural Attack). Cat's Fall (1/day): Advantage on Dex Saves to lessen fall damage by 10 ft; Once per day, negate 10 ft. of fall damage and halve remaining damage before applying it to the Catfolk.


Evasion: Roll Advantage on Dex Saves vs. traps and magical devices such as Wands


Sneak Attack: 2d6 / 2d4 + Thief's Level (+3) in damage on a successful Sneak Attack.


Skullduggery: Roll with the Advantage on Thief skill checks.


Notes 

  • Kypros is a Catfolk descended from the Catfolk who migrated from the Glantri following a portal mishap that brought the Catfolk and Harengon to Glantri. While the first waves were kept as potential test subjects for the Magocracy, several clans were able to rebel and break from the Principality to migrate across the greater Known World.
  • Currently settled in the township of Threshold and has accepted work for Clifton Caldwell, the local merchant who is offering gold (and 'letters of credit') with his store to help take on jobs for him, specifically cleaning out his recently purchased castle of squatters.
  • Lineage that Kypros is descended from? The Panther. Colors of choice (currently) tasteful black and purple. 

Tuesday, April 21, 2026

Vernon Lombard, Giff Soldier

Vernon Lombard

Giff Veteran Fighter / Soldier

NO. ENCOUNTERED: 1
SIZE: Large
HD: 6d10+12 (45 hp)
MOVE: 30 ft.
AC: 17
ATTACKS: Snaphance Musket +1 +8 (1d10+2); Saber +7 (1d8+6); Snaphance Pistol +7 (1d8+1); Headbutt +7 (2d6+6)
SPECIAL: Giff Natural Armor, Veteran Fighter, Headbutt, Firearm Specialist, Magic Resistance, Magic Item Interference, Veteran Soldier, Athletic
SAVES: P
INT: Average
ALIGNMENT: Lawful Neutral
TYPE: Humanoid (Giff)
TREASURE: 5
XP: 420 + 6/hp

Giff Natural Armor

Vernon’s thick hide provides substantial natural protection.

His custom breastplate and military harness improve his Armor Class to 17.

Veteran Fighter

Vernon is a seasoned front-line soldier.

He may make two melee attacks every other round, beginning with the first round of combat.

Firearms continue to use their normal rate of fire.

Headbutt

Attack: +7
Damage: 2d6+6
Range: Melee

If Vernon strikes a Medium or smaller creature, the target must make a Strength save, CL 4, or be knocked prone.

Firearm Specialist

Vernon is highly trained with pistols, muskets, and similar black-powder weapons.

His expertise is already included in his listed firearm attack bonuses.

Magic Resistance

Whenever Vernon is directly affected by a spell or spell-like ability, roll 1d10.

On a result of 1, the magic fails to affect him.

This resistance applies to both hostile and beneficial magic, though Vernon may voluntarily suppress it if he wishes.

Magic Item Interference

When Vernon attempts to activate or use a magical item not naturally suited to straightforward martial use, roll 1d10.

On a result of 1, the item fails to function for that attempt.

Weapons, armor, gauntlets, girdles, potions, and similar direct-use martial items are exempt.

Veteran Soldier

Vernon gains a +4 bonus on checks involving military discipline, battlefield awareness, tactical observation, intimidation, formation fighting, and recognizing battlefield threats.

Athletic

Vernon gains a +4 bonus on Strength or Dexterity checks involving climbing, jumping, forced marches, wrestling, lifting, or similar physical exertion.

Snaphance Musket +1

Attack: +8
Damage: 1d10+2
Range: Longarm

This magical firearm is Vernon’s preferred ranged weapon.

Saber

Attack: +7
Damage: 1d8+6
Range: Melee

Snaphance Pistol

Attack: +7
Damage: 1d8+1
Range: Near

Magic Items

Snaphance Musket +1: Included in the listed attack and damage.

Gauntlets of Ogre Power: Their benefits are already reflected in Vernon’s melee damage, lifting ability, and physical checks.

Portable Hole: Functions normally.

Potions of Healing ×3: Vernon carries three.

Equipment

Vernon carries a pack, canteen, rations, bedroll, lantern, oil, mess kit, powder flask, ammunition pouch, firearm cleaning kit, spare flints, military gear, and personal effects.

Notes 

  •  Vernon Pomj Lombard, or V.P. Lombard, 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 Knight

 

Algernon Popinjay

Giff Fighter, 7th Level

ANCESTRY: Giff
CLASS: Fighter
LEVEL: 7
SIZE: Large
MOVE: 30 ft.
AC: 19
HP: 74

Attributes

Strength: 18 / +3 / Save: +16
Dexterity: 10 / +0 / Save: +7
Constitution: 18 / +3 / Save: +16
Intelligence: 12 / +0 / Save: +7
Wisdom: 13 / +1 / Save: +8
Charisma: 15 / Save: +1 / Save: +8

Combat

Claymore +1: +11 to hit, 1d10+5 damage, Melee
Short Sword: +9 to hit, 1d6+4 damage, Melee
Pistol: +7 to hit, 1d8+1 damage, Near
Headbutt: +9 to hit, 2d6+4 damage, Melee

Large

Algernon is a massive Giff with a broad, heavily muscled frame.

His Large size does not automatically impose fixed combat modifiers. The Castle Keeper should take it into account when adjudicating squeezing through confined spaces, lifting or moving him, grappling, fitting into equipment, taking cover, and similar physical situations.

Natural Armor

A Giff has a natural Armor Class of 14 + Dexterity modifier when not wearing armor.

If armor is worn, use whichever provides the better base Armor Class. Natural armor and worn armor do not stack.

Magical enhancement bonuses from armor still apply even when the mundane armor would provide inferior protection.

Algernon’s +1 plate armor provides the better protection and raises his final Armor Class to 19.

Headbutt

Algernon may attack with his massive head as a natural melee weapon.

Damage: 2d6 + Strength modifier

Nonmagical Nature

Whenever a spell or magical effect would directly affect Algernon, roll 1d10.

On a result of 1, the magic dissipates and has no effect.

This resistance applies to both harmful and beneficial magic.

Algernon may voluntarily lower this resistance. If he does so, it remains completely suppressed until the beginning of his next turn.

Magic Item Interference

When Algernon attempts to use a scroll, wand, staff, rod, or similar spell-trigger or spell-completion item, roll 1d10.

On a result of 1, the magic fizzles and produces no effect. Any charge, spell, or consumable use that would normally have been expended is still lost.

Magic weapons, armor, shields, gauntlets, girdles, and other passive or straightforward martial magic items function normally.

Two-Handed Weapon Specialist

Algernon is highly trained with two-handed swords and similar heavy melee weapons.

He gains +1 to attack and damage with two-handed swords.

This bonus is already included in the listed statistics for his Claymore +1.

Two-Handed Method

When fighting with a two-handed melee weapon, Algernon may use his size and strength to dominate close combat.

He gains a +2 bonus on Strength checks involving shoving, forcing back, breaking through, or overpowering an opponent while wielding a two-handed weapon.

Endurance

Algernon gains a +4 bonus on Constitution checks involving forced marches, fatigue, prolonged exertion, harsh weather, and similar tests of stamina.

Heraldry

Algernon gains a +3 bonus on checks involving heraldry, military insignia, banners, coats of arms, and recognizing symbols of rank or allegiance.

Intimidation

Algernon gains a +5 bonus on checks involving threats, coercion, battlefield presence, and displays of physical strength.

Leadership

Algernon gains a +4 bonus on checks involving military command, morale, rallying allies, and maintaining discipline.

Claymore +1

Attack: +11
Damage: 1d10+5
Range: Melee

Algernon’s weapon specialization and magical enhancement are already included in these values.

Short Sword

Attack: +9
Damage: 1d6+4
Range: Melee

Pistol

Attack: +7
Damage: 1d8+1
Range: Near

Magic Items

Plate Armor +1: Its magical enhancement is already included in Algernon’s Armor Class.

Girdle of Many Pouches: Functions normally as a passive magic item.

Potion of Healing ×2: Subject to Algernon’s Nonmagical Nature when consumed unless he lowers his resistance.

Potion of Heroism: Subject to Algernon’s Nonmagical Nature when consumed unless he lowers his resistance.

Bottomless Powder Horn: Functions normally as a passive utility item.

Equipment

Algernon carries a pack, canteen, rations, bedroll, torches, oil, mess kit, crowbar, ammunition, military gear, and personal effects.

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

NO. ENCOUNTERED: 2–8
SIZE: Small
HD: 3d8+3 (16 hp)
MOVE: 30 ft.
AC: 14
ATTACKS: Needler +4 (1d6+1); Shortsword +3 (1d6); Dagger +3 (1d4)
SPECIAL: Darkvision 60 ft., Pack Tactics, Sunlight Sensitivity, Needle Poison, Repeating Crossbow, Quick Dose
SAVES: P
INT: Average
ALIGNMENT: Usually Lawful Evil
TYPE: Humanoid (Kobold)
TREASURE: 1
XP: 50 + 3/hp

Pack Tactics

A kobold needler gains a +2 bonus on attack rolls against an opponent that is engaged in melee with one of the kobold’s conscious allies.

Sunlight Sensitivity

While exposed to direct sunlight, the kobold suffers –2 on attack rolls and on Wisdom checks relying upon sight.

Needle Poison

Needler bolts are usually coated with a fast-acting toxin.

A creature struck by a poisoned needle must make a Constitution save, CL 2.

On a failed save, the victim suffers an additional 1d6 points of poison damage and takes a –2 penalty on attack rolls, saves, and attribute checks until the end of its next turn.

Creatures immune to poison are unaffected.

The needler normally carries enough prepared poison for one encounter.

Repeating Crossbow

The needler is a compact repeating crossbow fitted with a magazine of small bolts.

It may be fired every round without requiring a separate reload action.

Attack: +4
Damage: 1d6+1
Range: 30/90 ft.

The weapon's damage is deliberately modest; its chief danger comes from the poison carried on its bolts.

Quick Dose

Once every 1d4 rounds, the kobold may apply an especially concentrated dose of toxin to its next needler bolt.

If that attack hits, the victim makes the Needle Poison save at CL 4 instead of CL 2.

The enhanced dose affects only that single bolt.

Shortsword

Attack: +3
Damage: 1d6
Range: Melee

Dagger

Attack: +3
Damage: 1d4
Range: Melee or 20 ft.

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. 


Gnome Vampire

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