NPC Adventuring Party: The Treasure Troupe

A beginning adventurer’s party formed of three kobolds. Click the links to jump to their character sheets!

  • Duchess (she/her), the daughter of the mayor of Kobold Town, where the adventurer’s guild and academy are based. She has a nose for treasure, but is motivated to adventure so she can get strong enough to keep her loved ones safe from the world. She loves tea parties, animals, and impressing people for fun. Because of her name, she has adopted a fake sense of nobility about herself.
  • The self-proclaimed Kobold (they/them), who looks more like a lizard bear and is twice the size of Duchess. They are blood-related to Duchess as a cousin, but the two behave more like siblings. Kobold doesn’t speak very well, and they are kind of intimidating to behold, but has the personality of a teddy bear outside of a fight.
  • Charlie (he/him), best friends with the other two, is a shy and awkward tiny guy who studies all the magic the academy has to offer. His robes are too loose because his mom keeps making him clothing with too much room to grow even though he’s stopped growing. He is prophesied to become Kobold Town’s next full-blooded dragon due to a secret oath he swore to a force he doesn’t even know the identity of. The prophecy is common local knowledge, but nobody knows about the oath.

The Treasure Troupe are fresh graduates of the adventuring academy, which is just a general school that has all the resources and a special program for those with the inclination and interest.

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Name: Duchess

Sheet Version: v0.8

Description

A bubbly and spirited young kobold, daughter of the mayor of Kobold Town.

She has bright red scales, golden yellow eyes, loves dressing up in pink and white colors, wears light armor, wields an elaborate rapier, and is commonly seen with a crossbow slung on her back. Her horns form a natural crown upon her head.

Formerly a student of the Kobold Town adventuring academy, she has been inducted into The Blue Dragon Adventuerer’s Guild.

Duchess has a bad habit of pretending to be more of a noble than her lineage, but at the end of the day she wants to improve the world for everyone, and you can see it best when she works with animals.

Path: Athletics

Abilities & Aspects

Proficiency Level (PL) Physical Health (HP) Metaphysical Health (MP) Determination Pool
3 10 6 5
Power Agility Fortitude Willpower Cunning Ego
4 7 5 5 3 6
Aspect Attribute Explanation
Strength Agility Advantage on any roll using this attribute.
Vulnerability Ego Disadvantage on any roll using this attribute.
Defense Cunning Attacks targeting this attribute do not suffer disadvantage.
Determination Willpower Attacks targeting this attribute do not suffer disadvantage. You gain a pool of determination points equal to this attribute that you can choose to spend on rolls before rolling, which recovers when you suitably rest and recover.

Traits

Magical
Educated
Duelist
Beast-tongue

Flaws

Lowborn

Acquisitions

  • Rapier
  • Crossbow
  • Light armor
  • Armor of the Dragon - a magical talisman gifted by the mayor of Kobold Town that Duchess can use to temporarily gain the might of dragons. While active, it encases her in magic scale armor, boosts her physical prowess and magical abilities, and helps defend against most forms of attack. If she overuses it, it drastically inhibits beneficial magical effects and makes it hard for her to use magic (which she’s not great at anyway)
  • Proficiency with light martial weapons, light armor, animal handling, acrobatics, dueling, intimidation, and has studied every urban and rural topic relevant to adventuring in her area (plants, animals, survival, etc)
  • Mayoral Clout - Since she is the daughter of the mayor, anyone who knows who she is will likely be at a disadvantage when it comes to arguing with her about the town.

See also: FES: Acquisitions and Traumas

Traumas

Traumas are temporary or permanent afflictions that are hindering your character. See previous link for more info.


Want to create a character? Follow the instructions here.

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Name: Kobold the Bear Lizard

Sheet Version: v0.8

Description

A large and round yet rough-scaled lizard with a fat stubby tail and round horns like a bear’s ears. They could easily be mistaken for dragon-kin.

The self-proclaimed Kobold (they/them), who looks more like a lizard bear and is twice the size of Duchess. They are blood-related to Duchess as a cousin, but the two behave more like siblings. Kobold doesn’t speak very well, and they are kind of intimidating to behold, but has the personality of a teddy bear outside of a fight.

Path: Path of Magic

Abilities & Aspects

Proficiency Level (PL) Physical Health (HP) Metaphysical Health (MP) Determination Pool
3 10 6 5
Power Agility Fortitude Willpower Cunning Ego
6 5 7 5 3 4
Aspect Attribute Explanation
Strength Fortitude Advantage on any roll using this attribute.
Vulnerability Cunning Disadvantage on any roll using this attribute.
Defense Power Attacks targeting this attribute do not suffer disadvantage.
Determination Willpower Attacks targeting this attribute do not suffer disadvantage. You gain a pool of determination points equal to this attribute that you can choose to spend on rolls before rolling, which recovers when you suitably rest and recover.

Traits

  • Bear
  • Lizard
  • Big

Traits are single word descriptors that describe what you are to the world. Choose 3 when you start.
Traits can represent but are not limited to: species, race, job, class, profession, reputation, personality, etc.
Any dice roll relevant to a trait allows that trait to grant advantage.

Traits can be naturally acquired or changed as your character experiences their life. For balance reasons, you should stick to one trait per proficiency level, but there’s no hard limit.

Flaws

  • n/a. they are flawless.

A flaw is a trait that grants disadvantage.

When initially creating your character, you may gain a flaw to add an extra trait.

Flaws can be naturally acquired or changed as your character experiences their life. For balance reasons, you shouldn’t acquire more flaws than your proficiency level.

A flaw can be the same word as a trait.

Acquisitions

  • Iron Scale: Obviously impregnable to most non-magical attacks.
  • Grunge: When dirty, Kobold’s scales give them the most magical power. Even clean, Kobold’s affinity with dirt and nature grants them strange abilities.
  • Fatal Flaw: Like any proper dragon-kin, Kobold has a flaw on the scale pattern of their neck. It’s only exploitable by those who directly understand the biological consequences of Kobold’s ancestry, which isn’t really a thing any mortal nor still living immortal creature actually knows, so good luck I guess?

Acquisitions are temporary or permanent things or effects that don’t come from who you are as a person.

Anything you have listed here means that your character has acquired them in some way due to inherent traits or experiences.

See also: FES: Acquisitions and Traumas

Traumas

  • Semi-Feral upbringing. Kobold had a very rough toddler-to-adolescent period of effectively being feral. However, Duchess discovered him very soon after they were orphaned, and all Kobold knew was that they belonged to a family of kobolds, so when Duchess asked what their name was, that’s what they answered. She never once questioned it, even though Kobold refused to come with her to safety every time they met until the adventuring school was founded four years ago.

Traumas are temporary or permanent afflictions that are hindering your character. See previous link for more info.


Want to create a character? Follow the instructions here.

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cutest creature of the year award

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Name: Charlie the Chosen (he/him)

Sheet Version: v0.8

Description

A strange, small creature with ruddy-brown scales, blue eyes, and has a trail of fur from the tip of his tail to the top of his head. He’s already a fully grown kobold, but even then is still smaller than most. He wears baggier robes, within the folds of which is bound his actual spellbook.

After swearing a secret oath to a force he didn’t realize was a real thing, he is entangled in a web of fate, and most people in Kobold Town know that the prophecy involving him depicts him growing into a full-blooded dragon.

Path: Worldwise (Knowledge)

Your path grants you advantage on situations relevant to the path you choose.

Abilities & Aspects

Proficiency Level (PL) Physical Health (HP) Metaphysical Health (MP) Determination Pool
3 6 10 6
Power Agility Fortitude Willpower Cunning Ego
4 5 5 6 7 3
Aspect Attribute Explanation
Strength Cunning Advantage on any roll using this attribute.
Vulnerability Ego Disadvantage on any roll using this attribute.
Defense Fortitude Attacks targeting this attribute do not suffer disadvantage.
Determination Willpower Attacks targeting this attribute do not suffer disadvantage. You gain a pool of determination points equal to this attribute that you can choose to spend on rolls before rolling, which recovers when you suitably rest and recover.

Traits

  • Prophesied
  • Magician
  • Bookworm
  • Weird

Traits are single word descriptors that describe what you are to the world. Choose 3 when you start.
Traits can represent but are not limited to: species, race, job, class, profession, reputation, personality, etc.
Any dice roll relevant to a trait allows that trait to grant advantage.

Traits can be naturally acquired or changed as your character experiences their life. For balance reasons, you should stick to one trait per proficiency level, but there’s no hard limit.

Flaws

  • Weird

A flaw is a trait that grants disadvantage.

When initially creating your character, you may gain a flaw to add an extra trait.

Flaws can be naturally acquired or changed as your character experiences their life. For balance reasons, you shouldn’t acquire more flaws than your proficiency level.

A flaw can be the same word as a trait.

Acquisitions

  • Magic: Charlie knows a lot about magic, and even though he’s not the strongest magician yet, he still is quite capable. He is particularly good at spells at casting spells that empower allies or otherwise grant physical bonuses, but he does know how to cast basic charms, illusions, and can cast a mean fire bolt.
  • Scroll-scribe: Charlie taught himself a lot of spells by learning how to copy spell scrolls and then experimenting with the scrolls to learn how to cast it.
  • Prophecy-bound: Charlie has always been the runt, and his friends Duchess and Kobold have had to protect him a lot growing up from bullies. Before they had enough influence to stop it, Charlie swore an oath to the earth that he’d become a dragon and show up his bullies. What he didn’t realize is that The Elder Dragon beneath Kobold Town heard his pleas and spun magic to ensure his wish would come true some day, resulting in a prophecy his mother received from the dragon.
  • Educated: Charlie spent a lot of time in the library, even before he found he had a penchant for magic. In general, if it’s something you can learn in Kobold Town’s libraries, it’s something that Charlie knows about.

Acquisitions are temporary or permanent things or effects that don’t come from who you are as a person.

Anything you have listed here means that your character has acquired them in some way due to inherent traits or experiences.

See also: FES: Acquisitions and Traumas

Traumas

Traumas are temporary or permanent afflictions that are hindering your character. See previous link for more info.


Want to create a character? Follow the instructions here.

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