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Talfryn
Captain Talfryn
You are one of the good guys. You are loyal, trustworthy, and conscientious. Your job is to protect the town from menace, whether it be from without or from within, and you do that job to the very best of your ability. And you try hard to be a good person.
You were not born in Northbrook, but you have lived here for about eight years. You began as a member of the town guard, and have worked your way up to Captain at a fairly young age.
Shortly after you arrived here, you fell completely, totally, gaa-gaa in love with a local girl, Elika. The two of you are now married and have a three-year-old daughter. Recently, your wife received some sudden bad news from a distant relative, and she and your daughter have left town to join the rest of her family. At least, that’s what you’ve told everyone--but it is not the truth.
Guilt and Innocence
You are the man who physically moved the tribute out of the warehouse. You did so against your will, and you have no idea who is behind the theft.
Your wife and daughter are not visiting relatives; they have been kidnapped and you are beside yourself with worry. You received a note from the kidnapper with detailed instructions on how to carry out the theft. You did not recognize the handwriting. The note was pretty specific: if you tell anyone about the kidnapping or the note, your wife and daughter will be killed. If you don’t carry out the theft, they will be killed. If you tell anyone about your role in the theft, or where you took the tribute, they will be killed.
Hoping to buy time, you followed the instructions on the note. Five nights ago, you went to the tribute warehouse in the dead of night and found the lock open. You removed the tribute and carried it to another warehouse, also unlocked. You used a handcart for the task, muffling its wheels with cloth so that it wouldn’t wake anyone. Even with the handcart it took you four trips, but as captain of the guard you had arranged the night watch so that you wouldn’t be seen. When the task was finished, you locked both warehouses.
Now that the theft has been discovered, it is your duty as captain of the guard to help find the culprit. You truly want to do the right thing--and the pragmatic soldier in you is whispering that your wife and daughter are almost certainly dead already. But you love your wife more than life itself, and your daughter is only three, and if there is even a chance of getting them back, you don’t want to throw it away. You, my friend, are between the proverbial rock and hard place.
Clues
Other than your own involvement, which you really don’t want to divulge, you don’t know much about the theft. It’s logical to assume that the kidnapper and the person who masterminded the theft are the same--but it’s not inconceivable that it could be two or more people working together. Your only clue is the note, and you did not recognize the handwriting. And you can’t ask anyone else whether they recognize it without divulging the contents of the note.
Weapons, Armor, Equipment, Money
You are currently on duty, so you have your weapons and armor on. That’s why they’re listed on your character sheet. No equipment is listed because you don’t have much on you. However, if you need a particular common item (rope, lantern, hammer, etc.), you can probably get it either at your home or at the guardpost. Likewise, no money is listed, but you do have access to some money if you need it.
Victory Conditions
You have two: 1) get your family back safe, and 2)somehow save the town from the hobgoblins. This last part can be accomplished either by finding the tribute in time or by successfully fighting off the hobgoblins when they arrive.
Name: Talfryn Played by: Race: human Class: Fighter Level: 5 Age: 25 Height: 6’0” Hero Points: 3
S: 14 +2 D: 14 +2 C: 14 +2 I: 13 +1 W: 14 +2 Ch: 12 +1
Hit Points: 53 Armor Class: 20 (+6 armor, +2 shield, +2 dex bonus ) Alignment: LG Initiative: +2 (dex bonus) Base Attack Bonus: +5 Base Speed: 30 Encumbered Speed: 20
Saving Throws: Fort: +6 (+4 base, +2 con bonus) Ref: +3 (+1 base, +2 dex bonus) Will: +3 (+1 base, +2 wis bonus)
Combat Attack Bonuses: Melee: +7 (+5 base, +2 str bonus) Ranged: +7 (+5 base, +2 dex bonus)
Weapon: bonus dam crit range +1 Longsword +8 melee 1d8+3 19-20/x2 --- Longbow +7 ranged 1d8 x3 100
Trained Skills total mod ability mod ranks other Bluff +5 +1 4 Climb +10 +2 8 Intimidate +9 +1 8 Sense M. +6 +2 4
Feats: Combat Expertise Improved Feint Weapon Focus: Longsword Quick Draw Blind-Fight Weapon Specialization: Longsword
Languages: Common Orc
Equipment and location: Worn normally: +1 chain mail Left side: +1 longsword, heavy wooden shield On back: longbow, quiver
Magic Items: +1 chain mail +1 longsword
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