Squib and Squab
Squib and Squab
At the table
Voice
Squib is high-pitched and nasally; Squab is deep, gravelly, and sounds like he's swallowing glass.
A rapid-fire exchange where Squib starts a sentence with high energy and Squab finishes it with a dry, sarcastic remark.
Speech patterns
How to play them
They use a 'Good Cop/Bad Cop' routine where Squib over-promises and Squab demands more money for the risk.
Goal
Amass 50,000 gold pieces for a high-level Cleric's services.
Motivation
To save enough gold to buy a 'Wish' spell to either separate themselves or, as Squib secretly hopes, grow a third head to break the tie-votes.
Appearance
A single, broad-shouldered goblin body supporting two distinct heads. Squib, on the right, has wide, bloodshot eyes and a constant, manic grin. Squab, on the left, has a heavy, drooping brow and a perpetual scowl. Their skin is a mottled olive green, stained with vibrant purples and corrosive blacks from failed experiments. They move with a strange, swaying gait as if each head is trying to steer the body in a slightly different direction. Despite the clutter of their appearance, their hands move with terrifying, surgical precision.
Clothing
A massive leather apron filled with at least fifty tiny pockets, worn over tattered, oil-stained tunic and breeches. They wear a bandolier of bubbling vials across their chest.
Body language
Squib leans forward aggressively while Squab pulls the torso back; they often accidentally hit themselves while gesturing.
- Height
- 3 feet 4 inches
- Build
- Lumpy and top-heavy
- Eyes
- Yellow (Squib) and Pale Milky Blue (Squab)
- Hair
- Wispy Black patches
- Skin
- Olive Green (heavily stained with soot and dyes)
- Age
- 24 years
- Gender
- Male (Conjoined Twins)
- Size
- Small
Distinguishing features
Personality
13 traits and drivesA walking contradiction of frantic optimism and crushing cynicism. Squib is a visionary who believes every pile of junk is a masterpiece in waiting, while Squab is a miserly realist who counts every copper and expects the shop to explode daily. They are incredibly hospitable to customers who show interest in 'high-risk' items but become aggressively paranoid if anyone looks too closely at the floorboards.
- Alignment
- Chaotic Neutral
Quirks
Habits
Traits · 4
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 15 · HP 32 · 30 ftThey use Cunning Action to Hide behind the counter while throwing Experimental Elixirs or Acid Splash, relying on Squab's defensive instincts and Squib's offensive aim.
Squib and Squab
Spells
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Leather Apron (light armor)Custom armor that provides protection and storage.
- Alchemist's Satchel (gear)Contains components and finished vials.
- Pipes of Haunting (magic item)An infused item that can frighten enemies.
Possessions
Background
Originally two separate brothers who were low-level burglars, they attempted to rob the sanctum of a transmutation wizard known as Orizon the Odd. During the heist, they accidentally knocked over a vat of 'Coalescence Catalyst' while Squib was holding a 'Potion of Elasticity'. The resulting magical surge fused them into a single organism. Unable to return to their tribe, they used the few salvaged magical trinkets to open 'The Double-Dabble Heap', a shop that deals in both genuine alchemy and suspiciously 'repurposed' adventuring gear.
Role in the story
Merchant of volatile goods and quest giver for rare chemical components.
“During the heist, they accidentally knocked over a vat of 'Coalescence Catalyst' while Squib was holding a 'Potion of Elasticity'.”
- Faction
- None (Formerly the Sewer-Skulker Clan)
Known connections
Media
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