Professional Documents
Culture Documents
Goblin
14
60
CHARACTER DESCRIPTION
Craang is 3.5 feet tall and dressed impeccably in the latest styles. His hair is waxed in place
and his perfectly trimmed facial hair is slicked down. He wears a gold monocle attached to a
gold earring and is constantly looking at a shiny gold pocket watch.
QUIRKS/FLAWS
Quirk: Craang compulsively looks at his pocket watch every 5 minutes. If unable to do so,
he becomes visibly upset.
Flaw: Craang is obsessed with propriety and manners. If a customer acts in any way he
feels to be rude or crass, he will immediately ask them to leave his store and never come
back.
BACKSTORY/QUEST
Craang was a social experiment and bet between two wealthy merchants. They disagreed on
the roles of breeding vs. instruction, to settle the argument they paid adventurers to steal a
goblin child and then raised him, giving him strict instructions on how “proper”
individuals were to act and speak. Craang, learned his lessons well (for he was harshly
punished when he made even the smallest mistake) and now, his “guardian” stands to make
a small fortune off his success if Craang maintains his social standing for one more year.
Craang knows nothing of this arrangement.
During his lessons, Craang always showed a knack for making potions and now he runs his
own shop under his "guardian's" watchful eye. He is well known in town for his incredible
skill and many rich clients come to him for cures for ailments such as hangovers, balding
and other minor problems.
Craang's whole life has been centered around manners, rules, and social obligations. He is
grateful for the life he has but he has always wondered what his clan was like. He would be
willing to pay a group of civilized adventurers to take him to his birth clan, just for a look.
Items
30 platinum, 76 gold, a gold monocle of true sight, an earring of sending, a gold
pocket watch, a small clay rattle with the name "Craang" inscribed on it (his only
item from his clan)
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CITY: NPC NAME: SPECIALTY:
CRAANG VIAL OF VITALITY
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Vadoma
Devil Born
Intelligence +3
“Fey Wild Fabics & Mercantile"
12
80
"This fabric is woven from vines gathered in the Fey Wilds...
How do I get there? That’s a trade secret, my dear.”
Vadoma (Vah-doe-ma) is a colorful character, and not just because of her dark purple skin
and purple/blue hair. She sells the most durable fabrics around and she is quick to give
incredible stories about where her fabrics come from. Are they true? Well...
Quirk: Vadoma loves anything exotic and will often trade for exotic goods or trinkets.
Flaw: Vadoma is a compulsive liar. She literally cannot tell the whole truth. She made a
deal with a fey to obtain the secrets of her materials, but in return, the fey cursed her to lie.
Luckily for Vadoma, merchants always deal in partial truths!
Vadoma grew up on the city streets, begging and stealing just to survive. Her father was
killed during a bloody civil war and she and her mother fled as refugees. The city was not
kind to them and her mother died soon after arriving there. An orphaned Vodoma did what
she had to do in order to survive and she vowed to never live in poverty again.
When she could, she left the city in search of anything that could make her rich. She had
heard fairies were willing to make deals with mortals and she was willing to exchange
whatever it would take. A well placed half-truth got her the secrets to Fairy Cloth in
exchange for nothing, angering the fairies. They cursed her to always speak in such lies, but
Vodoma doesn’t seem to care.
Her deal with the Fey has made her well off, but she has another deal in the works that will
make her, and anyone who might help her, incredibly rich. Vadoma has made a deal with a
devil, if she can retrieve an item for it, then it will give her the secrets to create
indestructible items. Of course, she won’t be telling your party the whole truth... They
simply need to retrieve an old, rusty sword from an empty tomb...easy! Right?
A copy of a contract signed in blood, 153 gold, an ancient map to a Wraith King’s
Tomb, and an ever-burning candle.
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CITY: NPC NAME: SPECIALTY:
VADOMA TWILIGHT SILK
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Tavius Mantra
Tiefling
dexterity +5
"Edge of the World Cutlery”
20
45
Edge of the World Cutlery is a moving shop, picking up whenever a summer breeze starts moving away
from town. Upon entering whatever storefront he's set up in, the blue Tiefling, Tavius, can often be
found sharpening a blade before testing its mettle via a dartboard near the front door. The "thunk" of the
blade sinking in earns a smirk from him and puts him in a good mood for customers.
Quirk: Tavius loves blades. Small knives, big broadswords, lumber axes, medical knives,
and any other. He really likes making and sharpening them.
Flaw: Tavius only works with people who keep their word. Outfoxing him will earn his
respect, but sworn oaths are absolute, especially when it comes to his "found" items.
Tavius is a Thieves' Guild Captain and commands 200 thieves in the country. He does make
coin from his knife sales and production, but the bulk of his fortune comes from fencing
stolen goods. As a result, he has plenty of magic items to sell to adventurers, so long as they
don't ask where they came from and keep their mouths shut.
Tavius worked as a thief for many years, but he is getting older now, and it is better for him
to instruct the younger thieves and fence their goods than go out on missions himself. He
travels around with his shop, checking in on the thieves guilds he runs and giving them
lessons at night when the shop is closed. He always makes sure to stay in good standing
with the local authorities though, it is easier to do business that way.
Now, Tavius' business is in danger. An arrangement between his shop and a local lieutenant
soured and the lieutenant now barges into Tavius' shop every few hours trying to find
illegal or stolen goods. Tavius can barely do business and can't leave without his wagon
being searched at the gate. He would be willing to discount the goods considerably if a party
of adventurers would get the lieutenant removed from his post. Be it by planting evidence,
having him transferred to another town, or even stricken greviously ill, Tavius is not picky
how the job gets done, but he has plenty of ideas.
Dagger of Venom, a weighted coin that always lands on heads, +1 Studded Leather ,
Gloves of Thievery
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CITY: NPC NAME: SPECIALTY:
TAVIUS MANTRA “FOUND” ITEMS
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Jade Shifting-Sands
Cat-folk
Investigation +7
“Black Cat Jewelry"
12
30
“Yes, cats like shiny things. I've heard the jokes before.
They aren't going to keep me from what I love though."
Jade Time of the Shifting Sands clan is a tall, lithe black cat with a wry wit and a preference for the
finer things in life. Her shop is draped in linens with cushions for furniture and finely worked wood
flooring and cabinets. Not only an expert jeweler and craftswoman, she can also spot fraudulent
diamonds in under a minute and has regularly been used to defeat fraudsters.
Quirk: Jade has an eye for detail and can pick out facets of a party's personality at a glance.
On sight, she will know character class, strength score, and if they have a lot of gold .
Flaw: Since she is so specialized, her knowledge in many areas is limited. Spells are a
wonder to her each time, since she has so little contact with them.
Jade Shifting-Sands is a Savannah cat who migrated north after a severe drought
decimated her hometown. Her husband, who passed because of the drought, knew her love
of jewelry and loved to buy it for her, even if he could not afford the best. Jade would study
and rework each one into a unique masterpiece and she treasured each gift like it was his
last.
In her new home, there is a rising tide of wealth in young people and they are eager to
flaunt it. Jade found her unique styles were perfect for her middle class clients. She lets her
clients recline at tables and drink sweet, black coffee while she brings out individual pieces
of art for them to browse. At Black Cat, jewelry shopping is an custom experience!
Unfortunately, not everyone from her hometown as lucky as Jade. Some have turned to
banditry to survive. The Red Paw Band has been prolific in highway robbery and extortion in
the area. While her business has suffered, she feels no malice towards desperate people
trying to make ends meet. Quietly fearing that her brother-in-law may be involved, she's
looking for a party to confront the group and see if they could be persuaded to abandon
their ways.
Jewelers Tools, a pouch of lesser jewels, several items of gold jewelry each with the
inscription, “To my true Treasure, Your Beloved Huband.”
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CITY: NPC NAME: SPECIALTY:
JADE SHIFTING-SANDS GEM IDENTIFICATION &
APPRAISAL
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Traz
Lizard-folk
Wisdom +3
”Bone-Splinter Weaponry”
15
110
This shop is dimly lit, in fact, you wonder if it is actually open at first. Sconces burn low on the walls,
throwing strange and grotesque shadows. The weapons hanging on the walls are similarly strange and
grotesque. In one corner, a tall Lizardfolk man carefully hangs a new creation. His eyes dart to you.
One is bright yellow, the other, a cloudy white, a long scar runs down his scaly face.
Quirk: Traz takes a long time to ponder before he speaks. This can be unsettling to some,
but Traz has lived among other races long enough to know words can have multiple
meanings here, and he doesn't want to be misunderstood.
Flaw: Traz is obsessed with finding a way to transfer life-energy into weapons and armor.
Traz grew up in a clan that worshipped Yuzan, the god of twilight. Yuzan is the one who
rules over the transition from life to death. His domain is the shadowy world of the in-
between where he escorts souls to their ultimate reward or punishment.
Traz was, eventually, cast out of his clan for his experiments, in which he attempted to trap
souls. This was considered blasphemous to the clan elders because Yuzan alone is the
master of souls and to prevent his work is to strive to be on his level.
Rejected by his people, Traz set up a shop here to continue his work and he is getting close
to a breakthrough. Already he has been able to retain some life essence from materials that
were once living, but capturing the soul itself has eluded him.
Recently, Traz has met some individuals belonging to a cult that worships a magic crystal.
They say this crystal has the ability to restore to life those who have died. Traz wants to
study the crystal to learn how it draws souls back from the realm of the dead, but they
haven’t trusted Traz enough to reveal the crystal's location. Traz would pay top dollar for
this information.
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Vombud Heartfire
Dragon-Kin
14
64
Dragonsfire Forge sits on the corner of an urban block at the top of a hill and the hammering can be heard
all through the merchant's quarter. Slamming away at the steel with incredible force, Vombud's scales
sparkle and glisten in the heat of the forge. She pulls a heated iron band out of fire bare-handed and
quenches it and her palms in the same water. Steam rises over her as customers arrive.
Quirk: Vombud is a good-natured show-off. From her fire resistance to her ability as a
warrior to her craftsmanship, she's never happier than when she impresses someone.
Flaw: Vombud is competitive to a fault and has a hard time accepting failure, often blaming
everyone but herself if something goes wrong.
Vombud left her home after a falling out between herself and her family. The Dragonborn
clan she's from was deciding on the official weapon/armorsmith of the clan. This honor
was determined by a test of skill. The test was simple: the village elder was to wear the
crafted armor of each participant and the strongest archer would shoot him, holding
nothing back. Whichever armor the elder said took the hit the best, would win the contest
and much acclaim. Vombud entered the contest, certain she would win.
Everyone in the village knew she was the best armor smith and these games were just a
formality. However, when the arrow was released, everyone was shocked and horrified to
see that the breastplate Vombud produced was punctured by the arrow as if it was
untempered iron.
Vombud had slaved over that piece and knew it could have endured a Giant's beating. She
left before she could be exiled for the death of the elder and vowed to return with invincible
armor to win back her family's place in the clan. Now, she's forged unbreakable armor and
she's looking for a party to escort her home and verify the validity of the game the entire
way through. She's convinced that the cheater is still there, waiting to ruin her a second
time.
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Ida Sunfellow
Bottega Arcana
Rules:
1. Be Kind
Halfling 2. Work Hard
3. Remember,
We are an
arCANa
Arcana +9
"Bottega Arcana"
Pronounced "B0e-Te-Gah"
15
55
Bottega Arcana is a small, one-room schoolhouse on a hill in the country. Inside its walls are several
desks and chalkboards covered in example glyphs and runes. Ida can be found humming as she goes
over a series of papers from students or letters from parents asking her to tour the local area. "Hiya!"
she says to anyone who enters, "Welcome to the safest place to practice magic!"
Quirk: Ida, occasionally, gets stuck in her "teacher" mode. This can include talking to adults
like they are children or scolding what she sees as childish behavior.
Flaw: Ida tries to ignore people's flaws if she thinks their heart is good. She dreads
confrontation and will wait to the last minute to talk about something going wrong.
Magic changed Ida's life. Year's of spinning thread with her mother trying to make ends
meet came to an abrupt halt when she picked up a spellbook, turned to the first page, and
cast Prestidigitation into a spray of stars without any formal training. She thought it was a
miracle at first, only later learning it was something she could even do at will.
However, not everyone thought her newly found powers were cause for celebration. The
Preston Institute for Arcane Arts, a prestigious Wizarding school, denied her entrance based
on her "non-existent lineage" claiming that because her family had no history of magical
abilities that she would be unable to succeed. Ida refused to believe this and went on to
become a powerful Wizard AND Sorcerer acknowledged by the highest levels of society, but
never by the Preston Institute. They opposed her school from the start, but Ida is not one to
hold a grudge. She still hopes to bridge the gap and change the way society views the poor
who possess magical abilities. Ida believes hard work should be the only determining
factor in whether or not someone will succeed.
Could your party, possibly help to bridge the gap by sponsoring one of Ida's students to get
into the Preston Institute?
Thank you letters from many past students, a "beginners" spell tomb with several
cantrips inscribed in it, spell scrolls of various levels, a gold collar necklace with
the inscription, "With our eternal gratitude, Lord & Lady Grayleaf"
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CITY: NPC NAME: SPECIALTY:
IDA SUNFELLOW ARCANE RESEARCH
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Dalaa or "Trixy"
Bird-Folk
Lucky (feat)
“Trixy’s Treasures”
16
80
Dalaa is a bird folk woman, but not like any you have ever seen. Instead of the eagle-like bird-folk
you are accustomed to, she resembles a tropical bird. Her feathers are a brilliant yellow and her
cheeks are bright red. She moves around her shop whistling happily, flittering from crate to crate,
tossing a gold coin.
Quirk: Trixy is perpetually flipping a strange gold coin. She refuses the give up the coin,
but will, reluctantly, agree to stop flipping it if asked, but soon starts again.
Flaw: Trixy sees few pursuits as worthy of praise or attention. Studying is for the dull.
Building muscles is only occasionally useful. She will openly mock all classes except for
sailors.
Trixy’s tribe of bird-folk lived secluded for generations on a tropical island, changing their
normal brown and grey colors into bright plumes. A group of pirates found the island and
killed the inhabitants, turning it into their hideout. The Captain kept Trixy, a tiny chick at
the time, as a pet. They eventually left the island because the sailors kept complaining of
strange dreams and a feeling of dread.
Trixy grew up on the seas, plundering alongside the pirates, until she learned what they did
to her people from a drunken crew member. She went back to her home island and made a
deal with the ancient being there. The being granted her extraordinary luck in the form of a
strange gold coin. In return, when her “luck runs out,” she must return and serve the being
for eternity. She used this luck to destroy the pirates who killed her tribe. All, that is, but
one.
There is one pirate who escaped Trixy’s revenge: The Captain, Lady Deathvale. Trixy has
tracked her to this area and will pay for any information about her.
A strange gold coin, 11 platinum pieces, a set of dice, dried tropical fruits, a piece of sea glass, a list
of 40 names, all of them crossed off but one
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CITY: NPC NAME: SPECIALTY:
TRIXY OCEAN TREASURES
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Indras Springwood
Wood Elf
Dexterity +5
Owner of "Springwood Fletching"
16
45
“It doesn't make much sense to me that men who have never
felled trees or harvested fields get to command those that do.
Indras Springwood is an archery teacher, magical bowstring artist, and woodworker with a cheerful
disposition and a knowing smirk. She can always be found whittling on a piece of bark, whether she is at her
lodge in the woods, where she teaches, or at Springwood Fletching, where she sells arcane arrows and custom
order bows. Her skin is the color of rich bark and her hair always seems to be gently touched by a summer
breeze.
Quirk: She assigns everyone she likes a nickname. A powerful goliath might be "Big Man," a
dexterous Halfing might be "Quick Fingers," or a talkative Wizard might be "Professor."
Flaw: She has a fierce anti-authority disposition, indirectly criticizing what she sees
unreasonable or idiotic while maintaining plausible deniability if questioned.
Indras served in an Elven war band for a few years. Originally joining as a medic, once her
superiors saw her eye for accuracy, she didn't touch a bandage for the rest of her career.
She does not talk about that time in her life, except that "it happened, nothing left to say."
The sights she witnessed (and participated in) have haunted her dreams ever since. She
believes war and the idea of violence and physical punishment solve nothing and should be
rejected. The basement of her shop has break-away floorboards that conceal a safe room
where she hides those who, in her opinion, were to be unfairly punished by the law. She
won’t allow good people to be treated as common criminals and, when they are, she breaks
them out of jail.
She is good at what she does, and the only evidence ever left behind was a few black
feathers, leading the people to refer to their champion as “The Blackbird.”
With a new judge in town set on “cleaning up the rabble,” her basement has filled up quickly.
She needs help sneaking them out of town to her lodge. Will your party help?
A small, hand whittled trinket, a wanted poster for the “Black Bird,” Phial of True
Shot, 500 gold raised to help the people
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CITY: NPC NAME: SPECIALTY:
INDRAS SPRINGWOOD CUSTOM MAGICAL BOWS
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Elliot Dejoy
Human
History +8, Nature +8,
Arcana +8
"Forest of Pages" Bookstore
11
29
“Yes, my father was the great William Dejoy, but don’t ask
me to fight you! Unless it is a battle of wits..”
In the front room of "Forest of Pages" bookstore, the soft-spoken Elliot Dejoy sits with several books
open in front of him as he takes notes in his own journal. If anyone comments about how it looks like
work or compliments him, he rapidly warms to that person and blushes. His fingers glide about the
pages swiftly, able to find an entry on any subject at the drop of a hat.
Quirk: Elliot has a working encyclopedic knowledge on almost any subject. He's read every
book in the store and if he isn't sure about something, he knows where to start looking.
Flaw: He is easily cut off and is quick to agree with someone because he wants to be liked,
even if he knows better.
Elliot was raised by a scribe mother and a warrior father. To his father’s delight, Elliot took
after his mother showing incredible mental aptitude at a young age. However, one thing he
did inherit from his father was a thirst for greatness. Where his father wanted to create the
ultimate martial art to protect the innocent, Elliot wanted to create the ultimate library
where information about ANY subject could be found, open to the public free of charge.
(He just wants to see the world learn.)
However, Elliot has one book he will never read again. A grimoire. It appeared on his
doorstep one day and, upon opening it, an inky blackness absorbed him. He was sucked
into a mind-draining void and shown visions of the end of the world. Elliot only narrowly
avoided insanity by closing his eyes and reading his favorite book, line by line, in his mind.
Eventually, whatever dark power that held him grew tired of him and ejected him. But not
before it left a mark on his mind. Elliot has had troubling dreams recently that he thinks are
tied to the book. Will your party help him understand this arcane tome and destroy it if it
proves dangerous?
A platinum pen with the inscription: “The pen was always mightier. Love, Papa”
A disturbing dream journal, magical ink
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CITY: NPC NAME: SPECIALTY:
ELLIOT DEJOY RESEARCH
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Morn
half-Orc
With snow-white hair and frostbite blue skin, many people don't immediately assume that Morn is an Orc.
Normally found studying maps and making lists at a table in her shop, she greets every customer with a
curious eye and a playful attitude. Years of mountain climbing and dungeon diving have strengthened her
back and hands and years of hiding from monsters she couldn't beat have made her light on her feet.
Quirk: Morn is 90% more likely to buy a party member's item if the story behind it is good.
However, the more ridiculous the story, the more evidence she needs.
Flaw: Morn is prone to one-upmanship. Every achievement an adventurer brags about, she
has to retort with a greater feat of adventuring.
Morn has always been fascinated with exotic tales and exploration journals from yesteryear.
She was just a simple lumberjack in the rocky hill countryside until she was invited on an
expedition with a survivalist and his team who wanted to explore some Yuan-Ti ruins.
Much to her surprise, she survived and he did not. Taking charge, she led the team out of
the death trap-laden ruins and escaped back to civilization.
Now, she works with a university, bringing them relics found on her journeys, which they
research and replicate. The University provides the maps and texts to ancient and hidden
locations she provides the expertise to explore them.
As part of the deal, Morn is given some of the replicas, which she sells the to the highest
bidder to fund her next expedition. Currently, she's looking to assemble another team to
explore the lair of an alleged Lich. Does your party have the courage to follow her into the
unknown, risking hide and curses, for fabulous treasures and a solid gold paycheck?
A scroll of Rope Trick (2nd level spell), Slippers (Boots) of Spider Climb, Sending
Stones, and a Rope of Entanglement
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CITY: NPC NAME: SPECIALTY:
MORN RUINS EXPLORATION
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Gidal Leonhart
Dwarf
Master Alchemist
“Elemental Alchemy Solutions”
15
54
Inside the shop you find a very short, very pale dwarf with thick goggles stiring a glass beaker. He watches it
carefully, holding it up in front of his soot smeared face. It begins to glow a faint yellow, then it quickly turns to
a bright red. “Hit the deck!” The dwarf cries, throwing the beaker into a stone bin beside him and falling flat on
the floor. The explosion shakes the shop and a pillar of smoke raises up as the dwarf stands. “Well,” he says,
“That wasn’t quite right either...but we are close!
Quirk: Gidal loves to classify items and people. Everything should fit into a nice category, in
his opinion. When he first meets anyone, he will classify them based on their class and
perceived abilities. If the characters hand him any objects, he will first classify them out
loud before continuing the conversation.
Flaw: Gidal cannot stand mages and their “high and mighty ways.” He feels, overall, that
magic is a shortcut to true understanding of how the world works. Wizards at least study,
but Sorcerers and Warlocks are just plain LAZY.
No one thought Gidal was a special or unique child, not even his parents. He was short,
even for a dwarf, and often sick. He was not strong or hearty like the rest of his people and
so, he was mostly left out. Gidal didn’t mind much, though, he perferred his books and
learning to all that digging and noise.
This parents didn’t mind his strange studies, until he started messing with Alchemist Tools
and nearly caused a tunnel collapse. After that, they sent him to a “top side” Artificer’s
Academy. Gidal took to his study’s quickly and became a top student, earning the attention
of the professors. After graduation, Professor Winterhaven set him up in his own store,
with the understanding that Gidal shares any of his discoveries with her first.
Gidal has very nearly finished his passion project, but the formula is still unstable. He needs
something to keep the mixture from separating. He has a few ideas, would your party be
willing to find and bring him the following for payment in gold and items?
(Dragon Turtle Egg, Flail Snail Shell, Manticore Blood and Unicorn Horn)
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Belinda “Lenny” Grace
Goliath
16
122
You walk through extra-large double doors to a huge, open hall. The ceiling is vaulted and nearly 30
feet tall. The bar at the far side of the room is the biggest you have ever seen. The floor begins to shake
and you see several patrons grab their cups reflexively without breaking their conversations. Bounding
between the tables is a Goliath maiden holding four enormous mugs of ale.
Quirk: Belinda is always smiling and in a good mood. She is overjoyed at the arrival of every
customer and even the gruffest seem to let their guard down with her.
Flaw: Belinda has lived among smaller folk her whole life, leading her to forget just how big
she is. She constantly stomps around the tavern making tables shake and, occasionally,
knocking them over.
Belinda was just a young child when her clan was slaughtered by a rival clan and she
wandered, by Yolanda’s grace, into a Halfling village. The Halflings fell in love with the
enormous child and raised her as a true Halfling, teaching her the art of hospitality, pie
making, and happiness. They named her, “Belinda Grace” after the grace of Yolanda that
brought her to them. But Lenny is anything but graceful.
Lenny is clumsy, tripping often and knocking over tables and chairs. She was a bit of a
terror in the Halfling village, but everyone loved her anyway. They eventually learned to
expect her clumsiness, just like her regulars do now. Belinda grew up and decided to move
to a nearby city where things were little..bigger. She built and runs a true Halfling tavern,
complete with a roaring fire, cool ale and her famous pies!
Belinda still receives letters from the Halflings and writes home each week but she is
concerned because she hasn’t gotten a letter in almost two weeks now. If your party happens
to be going that way, could they check in on the village? They are sure to receive the
Halfling’s legendary hospitality if they mention Belinda sent them!
A letter from her adopted parents dated 3 weeks ago, a family pie recipe written in
Halfling, a symbol of Yolanda, 25 gold
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CITY: NPC NAME: SPECIALTY:
LENNY GRACE THE MAMMOTH MUG
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Qiven Dorris
Cow-folk
Healer (Feat)
"The Common Rue"
16
90
Qiven is tall and dressed in common work clothes. A cloud of smoke follows him where ever he goes
from his constantly burning pipe. However, the smell is not of harsh tobacco, but the sweet aroma of
mixed herbs. He slowly looks up from the book of poetry he is reading and gives you a welcoming
smile.
Quirk: Qiven is a master gardener and puts an extraordinary amount of work into his herb
garden. He is known for miles around for his rare and interesting plants.
Flaw: Qiven sees few things as worth getting in a hurry about. If you ask him for anything,
he will get it for you...but it might take longer than you would like.
Qiven has always been a free spirit. When the rest of his tribe told him to stay put and be
happy where he was, he couldn't help but wander. He left home and discovered a love for
new plants, especially herbs. Everywhere he went, he gathered new herb seeds. When he
finally decided to "put down roots," he started his incredible garden.
Qiven’s adventurers have taken him to many different regions (and even different planes!)
and he has collected herbs from each of them. In order to make sure each plant has what it
needs to thrive, Qiven keeps enchanted greenhouses, each with a different climate. One, in
particular, is home to a carnivorous plant from the 9 Hells that only likes him. He warns
visitors that it’s, “Best not to go poking around.” If visitors are interested in his gardens, he
is happy to give them a slow and thorough tour.
Occasionally, adventurers will bring him new herbs from far away lands that he can add to
his garden. But one still elludes him. The Frost Flower of the frozen North. Any adventurer that
could bring him that would earn free lodging for life!
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Barrett Anders
Werebear Human
Strength +3
“The Silvered Moon”
18
130
"Best stay the night in-doors, traveler. A full moon
does strange things to people...”
Barrett is a large, burly, and HAIRY individual. His arms, chest, face, and head are covered
in thick, light brown hair. Though he doesn’t talk much, Barrett gives off an air of gentle
kindness. He is quick to serve and seems to genuinely care about his patrons.
Quirk: Barrett rarely raises his voice, but when he does, it booms so loudly it makes the bar
floor shake.
Flaw: Barrett is hopelessly in love with Luna Whistledown, a local merchant, but refuses to
pursue her for fear of spreading his curse.
Barrett is a Werebear, a fact few people know. A hag cursed him with lycanthropy as a child
after his father made a deal with her, then refused to uphold his end of the bargain. Barret
spent all of his childhood and early adult life learning to control his curse. Even though he
has mostly mastered his beast form, he still lives in fear that he might one day hurt
someone he loves. So he keeps most people at arm's length.
Though the curse changed Barrett’s physical appearance, it had no effect on his heart.
Barrett remained a soft-hearted and kind person. For a while, Barrett tried to live the life of
a reclusive hunter, in order to avoid people, but he was drawn to the village time and time
again. He built his tavern there and is fiercely protective of his people. Many of the poor and
destitute depend on Barrett’s generosity.
All Barrett wants is to be free from his curse and marry the woman he loves, but in order to
do that, he must deal with the Hag that cursed him. Your party seems like they know how to
handle themselves in a fight, would they help him put his past to rest?
A love letter to Luna he never gave her, 52 gold, a battered pocket watch from his
father, a book about mystical beasts (the page about Hags is dog eared)
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CITY: NPC NAME: SPECIALTY:
BARRETT ANDERS HONEY TREATS
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Osrin Gladheart
Half-elf
Actor (Feat)
“Corellon's Temple of Libations"
14
50
"Good day, all! All's well in the Temple of Corellon
today. Let us rejoice in his gifts!"
In a human-dominated city built on elven ruins, there is one building that has been lovingly restored to
its original elven beauty "Corellon's Temple of Libations." The owner, Osrin, can be found serving
drinks and joking with his staff. A blonde-haired bartender with a pinch of theatre in everything he
does, Osrin has a smile full of mirth and a curiously raised eyebrow as new customers approach.
Quirk: Osrin is passionate about stage craft, seeing it as the highest form of art. He's
willing to give drinks away to those willing to bring him the latest scripts from large cities.
Flaw: He has no patience for those disrespectful of his ways. He takes his ancestor's
heritage very seriously, and will return their mocking with his own until they leave.
Osrin was raised by his grandfather after a unfortunate theatre accident claimed both of his
parents lives. The elderly elf passed at nearly a thousand years old, just five years ago. In the
last of their time together, Osrin became fascinated with his grandfather's old ways and
promised he would carry on the traditions. But, however enthusiastic Osrin was to learn,
his Grandfather’s instructions were anything but clear.
Osrin asked his Grandfather many questions, but the answers were always vague and
stated like a puzzle. Ancient elves have a secret way about them and often begin to blur
reality with dreams. But Osrin, knowing nothing else, he took his every word as complete
truth. This has lead to some...interesting additions to his tavern.
Given he is a half-elf, full elves have a tendency to treat him like a child who is wearing his
father's boots. They don’t hate him, but they certainly don’t respect him. Even Osrin is not
certain he's doing his ancestor's legacy justice. He is always looking for adventurers to take
him to an enchanted forest to hunt for more elven ruins that might provide clearer
information.
Cloak of Elven Kind, Luck Stone, Holy Symbol of Corellon, historical elven
documents that (DC 15 History) are ancient gossip magazines
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CITY: NPC NAME: SPECIALTY:
OSRIN GLADHEART CORELLON’S COURT
The Sun Elf: A bright golden drink Honeyed Nuts & Seeds: clusters for
that swirls with glitter and tastes of nuts and seeds bake in a honey glaze.
spring flowers. Far Traveler's Bread: A savory bread
The Dark Elf: A dark purple drink that is a full meal. Filled with herbs,
filled with strong herbal notes. cheese and thin sliced meats.
The Forgotten Flower: A speciality Fruit & Cheese Board: A collection of
taught to Osrin by his Grandfather. It seasonal fruits, berries, fine cheeses,
is clear as spring water, but tastes toasted bread slices with jam and
cured meats served with fine wine.
like honey and will rejuvenate even
the most exhausted adventurer.
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Honey Sweet-Tongue
Cat-kin
12
40
You walk into the crowded meadery and see many well-dressed individuals sipping wine from crystal
glasses. Making her way between tables is a white-coated, Cat-Kin woman. Everywhere she goes she
brings smiles to faces and laughter floats up around her. She sees your party and gives you a wink,
nodding toward an open table.
Quirk: Honey loves to flirt. With everyone. It is harmless and good natured but many a
heart has been broken by her smile.
Flaw: Honey is accustomed to being adored and showered with affection. She can smooth
over nearly any situation; however, if she is spurned or ignored, she will retaliate with her
many connections.
Honey comes from the “Sweet-Tongue” tribe. Tribe members have made names for
themselves as diplomats, interpreters and merchants, honing their persuasive abilities
(and connections) for generations. Honey uses her particular talent to sell her Sweet
Creek Mead to inns and taverns all over the nation. But it isn’t all talk, her mead is the
finest around!
If you want to be introduced to someone important, if you want to know the latest gossip, or
if you want an invitation to an event, you had best get in good with Honey. But, beware! Get
on her bad side and it is sure to mean social disaster!
Honey’s mead is so good because of the particular breed of bees she keeps at a secret
location. They were a gift to her family from an old Druid, she said they where Fey Wild
bees. For generations they have thrived on an estate near the Fey Woods, but now, there is
something wrong. Honey is worried, she has experienced heavy losses recently and her bee
numbers are in steep decline. She thinks something is tainting the wilderness and killing
her bees. Can your party save her bees and, potentially, her business?
Several love letters with no signature, an invitation to the Royal Masquerade Ball,
an unsigned contract, 14 gold
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CITY: NPC NAME: SPECIALTY:
HONEY SWEET-TONGUE SWEET CREEK VINTAGE
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Ethel Kelbith
Dragon-Kin
Wisdom +3
“The Dragon's Hoard"
14
70
The Dragon's Hoard Tavern is built inside a crystal cave. A small building sits outside the cave entrance
and the sign shows a White Dragon guarding kegs of ale. Inside the tavern, dancing lights illuminate
the crystals, throwing rainbows of color around the cozy setting. A female, White-Dragon Kin serves
sparkling and bubbling drinks to tables of waiting customers.
Quirk: Ethel is convinced that everything tastes better with a little magic "flair" added. She
will chill drinks with her dragon's breath and cast prestidigitation to make them shimmer.
Flaw: Ethel says the crystals in her cavern have healing powers, even though she knows they
do not. She sells them to ailing customers and when they don't work, she sells them more.
Ethel was the daughter of a infamous charlatan couple. As a child, Ethel grew up watching
them run from town to town, always trying to find new victims and avoid the law. She
wanted a different life for herself. One in which she could settle down, own her own place,
and make a dignified living.
She found a town she could make her way in and searched for work, but, as they say, old
habits die hard... Employers didn’t like her “embellishments.” After discovering a small
crystal cave, Ethel decided to lean into her talent for flair to enhance food and drinks, and
the Dragon’s Hoard Tavern was born!
Recently, Ethel has started selling crystals found in the Dragon's Hoard as "healing crystals."
Normally, the ailments are minor and a speedy recovery is attributed to the crystals; but,
recently, Ethel sold a crystal to a nobleman's wife, who is now refusing to be treated by
doctors, trusting entirely in the healing power of the crystal to save her. The woman is
getting worse and now the nobleman is threatening to close her bar. Ethel believes that
further into the cave, there are real healing crystals, she just can't get to them. Could your
party help clear the way for her?
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Yoswin Fizzleriver
Gnome
Grappler (Feat)
“Gear Shift Bar and Brawl"
12
90
Yoswin is an auburn-haired, quick-tongued, spry creature only ever giving half his attention to
whatever is in front of him. Yoswin runs three separate businesses: a tavern, a fighting ring in the
basement, and limb "enhancement" shop. From his perch at the bar, he watches it all, even the basement
through the glass floor, he shifts between twisting rivets on his hand to mixing drinks.
Quirk: Every few hours, Yoswin dissembles his hand and reassembles it as he tries to
improve the design. It squeaks and he's sure a gear hasn't been greased somehow.
Yoswin is not the scrappy, junkyard dog he appears. He is the heir of a wealthy merchant
family with ties to the powerful Clockwork Guild. He watched his family put veterans and
children into lifelong debt for life-changing replacement limbs. He built the limbs, he knew
how much they cost, and he was disgusted by how much his family would squeeze out of
desperate people for something that required so little effort on his part.
The final straw was when Yoswin witnesses his father “repossess” a replacement limb
from a child. The family couldn’t pay the ridiculous loan and his father said it was time
Yoswin learned the ins and outs of the family business.
Yoswin used the majority of his savings to pay off the family’s debt so the child could keep
the artificial leg and then he left to make his own way in the world. It has not always been
kind to him and he has had several failed business ventures. Now, he's on the verge of a
stable arrangement between his three operations, but there's been a break-in at his
workshop. Someone stole all of his templates, molds and finished limbs. He now needs a
team of detectives to investigate the theft and bring him those responsible.
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Azad the Brewer
Hobgoblin
Linguist (Feat)
“Anchors Away Dive"
12
100
Azad the Brewer is a retired sailor making no apologies for his appearance or language. What Azad
lacks in social skills, he makes up for in talent. Azad can mix a drink! Frequents in his dive can find him
using his "three bottle turn" where he balances three bottles in his hand, mixes them, then sets them
down in one crisp, unbroken motion. "What want?" is his most gracious greeting to new comers.
Quirk: Azad understands all languages, but finds them all difficult to speak. Any language
he speaks is broken, as he struggles to complete sentences and leaves words out he thinks
are unnecessary. If you speak Goblin, however, he breaks into a wide grin.
Flaw: The only customers Azad smiles at are Elves. Hobgoblins notoriously hate elves. Azad
does not and hopes to make up for his brothers’ hatred, however, his attempts to
overcorrect can appear threatening and not good natured as he intends.
Azad has aged well but has endured a hard life. He fought in the Hobgoblin military, as all
Goblinoids are expected to do, but was captured by human slavers and was sent a letter of
dishonorable discharge for his failure.
Azad was sold into the service of pirates. He quickly became a favorite of the crew and
captain, being the only slave that could mix a drink. He enjoyed his time as a “sailor” but
wanted to live as a free man again. When he requested his freedom after years of loyal
service, the Pirate Captain promised it, if he could defeat him in a drinking contest. Azad
did so easily and the Captain was so impressed, he also threw in the deed to a bar in a port
city he had won years earlier in a game of poker.
That same Captain remained a friend and patron for many years. He recently died and left
Azad an old “treasure” map. The “X” is on an unexplored island close by. Azad is looking
for a group of adventurers to accompany him on his last “treasure hunt.”
A tattered and worn “treasure“ map, a portrait of a female elf, a beautiful “mermaid
tear” (aquamarine) engagement ring
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CITY: NPC NAME: SPECIALTY:
AZAD THE BREWER 3 WINDS COCKTAIL
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Name: Fara Fogfall (Granny)
Race: Cow-Folk
Skill: Intelligence +4
Tavern: "Old World Brew”
AC: 12
HP: 82
“Had a bad day, traveler? Here,now, have some food and
dance your troubles away! It will all be alright, dear.
CHARACTER DESCRIPTION
Deep in the twisting, crumbling architecture of town is a pristine, ageless building where Fara Fogfall
opened the Old World Brew tavern. Working-class folk arrive at night and have a merry time singing
and dancing in fey tradition. Fara keeps things lively by commanding her Invisible Servants and half-
elves to wait on customers like family and occasionally joining in the dancing herself.
QUIRKS/FLAWS
Quirk: Fara loves listening to adventurers tell their stories and poke fun if they seem TOO
grandiose. She has lived long enough to know when men are embellishing.
Flaw: She detests new things. Without the endorsement of one of her regulars, she's
skeptical of any new technology or magic that she hasn't seen before.
BACKSTORY/QUEST
Fara comes from a faraway land, which she is noticeably hesitant to name. She was a
refugee some decades ago and built a name for herself by using magic to perform all
household duties for a wealthy family. When they had children, she also became their
governess, she raised them and loved them like her own, to this day, they call her Granny.
As they grew up and moved on, Fara knew she couldn't simply retire. She felt she had more
to offer her community and she also felt a deep longing for home. With her savings, she
bought a run down bar and put her magic to work once more. She decorated it in the style of
her beloved “old country” and made a place where everyone felt like they were home.
Now she faces another problem. A land Baron named Evan Lox has come knocking
wanting to buy the Old Word Brew, but Fara refuses to sell. They've started sending gangs
over to cause trouble and intimidate her into leaving. She's holding out but is getting
increasingly nervous as the tactics get more and more aggressive. She needs someone to
help her resolve the issues between her and the Baron before he gets impatient and tries to
destroy the Old World Brew Tavern.
Items
Questionable bills from businesses no one has ever heard of, a Ring of Telekinesis,
a few letters from her home country, and a smattering of grain and barley
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CITY: NPC NAME: SPECIALTY:
FARA FOGFALL OLD WORLD BREW
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Bartholomew “Bart” Ironsights
Half-Dwarf
Perception +7
"Salt of the Earth"
(also known as “Salty’s”)
16
65
Standing behind a large salt slab bar is a tall dwarf, or perhaps a short human. He has a thick head of brown
hair and a bushy mustache. He wears common cloths and wipes a mug methodically. Over his eyes are a pair
of mechanical glasses, the lenses extend and shrink to give him a better view of what he is doing. He looks up
at you and the glasses retract. The ends of his bushy mustache turns up as he welcomes you.
Quirk: Bart is superstitious and believes that salt can cure almost anything. He throws it
over his shoulder to bring good luck, makes a circle of it to ward off evil spirits, and licks a
salt crystal every day to keep away illness.
Flaw: Years of dealing with salt has made Bart a little flavor blind. He tends to over-salt
everything.
While the common misconception is that Dwarves mine only for gold and gemstones, there
are a variety of fine dwarvish miners. Bart’s family specialized in Salt Mines. High quality
salt can be worth its weight in gold and they made their fortune selling gourmet salts to
restaurants and merchants. Before Bart was even old enough to hold a pick, he would bring
homemade drinks and snacks to the miners with his mother. He found his passion early in
life and even when he was old enough to mine, he preferred making and devilering food.
While making delivery in the mines, Bart got too close to an explosion which permanently
damaged his vision and hearing. Bart’s mother, a human inventor, created special glasses
and hearing aids to restore his damaged senses. Instead of hindering him, they actually
helped Bart make his drinks and dishes more elaborate and more delicious!
Now, his customers are craving some variety. A man of foresight, Bart is now considering
partnering with a local orchard to bring in new options, but something doesn't feel right
about them so he's looking for a party of private investigators to look into them before he
signs a deal.
Items
Vision restoring googles, a pouch of fine, high quality salt, an unsigned contract
(contains magic writing)
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CITY: NPC NAME: SPECIALTY:
BARTHOLOMEW THE PARTY PAN
IRONSIGHTS
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Gnash Renaz
Orc
13
57
Gnash is a well known staple of town and he is hard to miss. Standing 7 feet tall and speaking in a low,
booming voice, Gnash is the King of his kitchen. Be it a monster, adventurer, or a pickpocket working
over a customer, Gnash fears nothing. He's come out swinging to defend his tavern before, earning a
nasty scar across his face, and he will not hesitate to do it again.
Quirk: He can guess the ingredients of any dish he's tasted. Some have called his gift
supernatural, but he claims nothing but skill.
Flaw: His loud disposition has a tendency to scare people, which can lead to some awkward
backpedaling as he tries to assure them he's not yelling, just...speaking loudly.
While Gnash has always loved the hospitality business, it has not always loved him. The first
few years were rough, with few customers and many bad reviews. He was meek and
accepting of any criticism no matter how bad or unhelpful. However, when he beat back a
rogue Cockatrice with just a frying pan, word got around that he was a hot blooded tavern
keep who could “kill and cook anything!” Gnash decided to lean into this gimmick and even
renamed his tavern, “The Vicious Kitchen,” specializing in “monster” cuisine. His place
became a tourist attraction with people coming for miles to hear his booming voice and
taste exotic dishes.
Now, Gnash faces a new headache as a rival restaurant, “Adventure Awaits” has sprung up
across the street from him. They even have a mechanical manticore! Gnash needs something
special to win some customers back, and fast!
He wonders if a Cockatrice could be cooked and served...He knows how crazy it sounds,
but he needs a group to hunt a Cockatrice (or two) to test his theory. Is your group up for it?
A knife set from Edge of the World Cutlery, a"100 Ways to Serve Fowl" book,
and a potion that cures petrification
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CITY: NPC NAME: SPECIALTY:
GNASH RENAZ “MONSTER” DISHES
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Thak
Bugbear
16
37
Thak stands behind the bar of the Grog Barrel Tavern, grim-faced with an underbite, as he takes stock of
everyone in the room. Dressed in his traditional family garb, he stands out even among Bugbears
traders who usually try harder to blend in. Standing a head higher than even the tallest Orc with a long
stride and longer arms, nobody's drink stays empty for long.
Quirk: Thak is a surprisingly good debater, able to recall up the exact details of an argument
a person makes with him, carefully detailing its effects on reality.
Flaw: Thak can be a bit careless. While his mind turning over a new argument or pondering
a tough question, his powerful hands might crush a glass or knock over a priceless artifact.
Thak didn't set out to become a barkeep. It was one of those things he fell into after losing
multiple jobs and struggling to keep food on the table. He has been an undertaker, a debt
collector, a living training dummy for the guards, and a janitor at the local arcane
university. He liked the last one, until he accidentally broke the Divining Professor’s
custom crystal ball..
Thankfully, he made friends with one of the professors who bought the failing bar and asked
Thak to run it for him. So, Thak finally settled as a barkeep where his size is a boon and he
gets to match wits with the would-be philosophers from the university just down the road
who have a few too many drinks in their systems.
Finally, Thak and his family are happy and he is making a decent living. For the first time,
he’s even been able to save some money to buy his little girl a birthday present. All she
wants is to see a real fairy. Thak is looking to pay some trusty adventurers to catch a fairy for
his daughter. He promises to let it go right away. Could your party make a little girl’s
birthday wish come true?
A 'to-do" list featuring his rent date (the 15th) and daughter's birthday (in 2 weeks),
soap made of animal fat, and a +1 Greatclub
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CITY: NPC NAME: SPECIALTY:
THAK CHEAP FOOD & DRINKS
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Crix Zaca
Salamanderfolk
Perception +8
“The Lush Lagoon”
13
40
“It looks like you have had a rough day! No need to tell me, I
can see it on your face. Soak your tired feet and let me get you
a drink.
Crix is colorful, even by Salamanderfolk standards. Her skin is pink, her frills are magenta and her eyes are a
glowing yellow. Crix doesn’t blink, from time to time her long tongue will dart out quickly to wet her bright
eyes. She sees everything, people say, and it seems to be true. She also takes her time looking over new
customers, being sure to mark each line of their faces and the character revealed there.
Quirk: Crix believes that the face is the window to the soul. She will often take a long time to
contemplate a new face before choosing to trust them or not, often with no other proof.
Flaw: Crix is not a conversationalist. She is open and honest and says what needs to be said,
but little else. Some might find her “boring” or “dull.”
Salamanderfolk are not exactly common here, but Crix gets along with most people just
fine. She was raised by an elderly human couple who had no children of their own. One
day, while washing clothes at the river, the woman saw large yellow eyes staring at her from
the reeds near the bank. She investigated and found a small child, sitting quietly in the
water.
She tried to find the child’s family, but even after searching up and down the river for
hours, she could find no other Salamanderfolk at all. She took the child home and raised
her as their own, rejoicing and saying the River had provided them a daughter.
Crix still loves the river and was even able to put a real waterfall and lagoon in her tavern!
Customers can bath their tired feet in the cool waters while they drink, or just sit by the
water and relax. Crix wants to add waterlilies to her lagoon. She heard a story from a
traveler that the most beautiful lilies in the world grow in the secluded lake in the
mountains above the village, which is also the source of the river. She is looking for a party
willing to climb the mountains and bring back 10 lilies.
A crude, hand-drawn map of the mountains, 20 gold, a set of dice, a gold locket with
a portrait of her adopted mother and father inside it
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CITY: NPC NAME: SPECIALTY:
CRIX ZACA THE BLUE LAGOON
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