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Pelaumo Grent

Hill dwarf · Rogue (Thief) · Level 6

Pelaumo Grent

Discreet finder of missing people, stolen goods, and safe routes through old buildings.
“Not that door. Listen first.”
AC15
HP45/45
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice is a dry, chest-resonant rasp, worn by years of shouting through tunnels and breathing stone dust. It carries farther than his slight frame suggests. When startled, an audible catch interrupts his breath before he speaks; once steady, he clips his words cleanly, like a chisel trimming an edge.

He speaks in compact workmanlike phrases, with the hard consonants of a lifetime spent calling instructions across echoing stone. He uses old quarry vocabulary for textures, cracks, and echoes. When relaxed, his words loosen into wry stories; when rattled, his breath catches and he starts naming measurements instead of feelings.

Speech patterns

Uses short, practical sentences when danger is near: "Not that door. Listen first."
Frames advice as a work instruction, even when discussing personal matters.
Makes dry jokes when uncomfortable, then watches closely to see whether they landed.
Uses old stonecutters' terms for sounds and surfaces, and patiently explains them if asked.
When cornered about the flood, his answers become exact and technical, avoiding the emotional question.

How to play them

He is courteous but initially tests people with small, practical questions: whether they notice a draft, remember an exit, or return a borrowed tool. Earn his trust by protecting someone vulnerable or admitting a mistake plainly. He offers help without demanding gratitude, but will press hard if he thinks someone is concealing a danger that could trap others.

Goal

Find the surviving record of the sluice order, learn who made the final decision, and tell the lower-quarter families the truth.

Motivation

He wants to make amends through useful acts, but also wants the truth to absolve him, a desire he dislikes admitting.

Secret · GM only

Appearance

Pelaumo has the compact, broad silhouette of a dwarf who spent a lifetime working in cramped passages, but his movements are unexpectedly economical: he turns sideways before a doorway becomes a problem and seems to leave no sound behind his boots. His skin is the warm brown of walnut polished by years of dust and lamplight. A thick white moustache divides around a small, precise mouth, and his coarse gray hair is braided into two short cords bound with copper wire. His face is deeply lined around the eyes, which remain alert even when he seems half asleep. He occupies very little space in a room, then somehow appears at the one spot everyone else has left open. Unexpectedly for a veteran burglar, he carries a tiny, brightly painted wooden bird on his shoulder strap and repairs its chipped beak whenever he has a spare moment.

Clothing

A soot-brown wool coat with deep hidden pockets, soft leather boots, and a patched gray scarf he uses to muffle tools. A leather harness holds lockpicks, a compact crossbow, and the little wooden bird. His clothes are clean where they matter for stealth and stained where he has stopped caring.

Body language

He keeps his elbows tucked in and shoulders rounded, as if making himself narrow enough for an old tunnel. He rarely gestures broadly. When rattled, his breathing changes first: a small hitch catches high in his chest, then he presses two fingers against the bird charm until his breath settles. He dislikes being touched from behind and instinctively shifts so he can see everyone in the room.

Height
4 feet 5 inches
Build
Short, broad through the shoulders, with a strong back and the careful balance of someone accustomed to ladders and narrow ledges.
Eyes
Dark amber-brown, with fine pale flecks visible in bright light.
Hair
Coarse white-gray hair, braided into two short cords with copper wire.
Skin
Warm walnut brown, usually dulled by a fine film of stone dust.
Age
181 years old, though he insists that is only middle-aged by the standards of his family.
Gender
Male
Size
Medium

Distinguishing features

His breathing catches high in his chest when he is startled, followed by a deliberate reset through his nose.
He moves through crowded rooms by making himself smaller, yet people often discover he has been standing beside them for several minutes.
A vividly painted wooden bird, chipped at the beak, rides in a loop on his harness.

Personality

13 traits and drives

Pelaumo is watchful and dryly funny, but his caution can look like indifference until someone is in danger. He prefers to plan three exits and avoid a fight, yet he will abandon a perfect plan to pull a stranger out of a collapsing passage. With people he trusts, he is a patient instructor; with officials, he becomes clipped and stubborn. His kindness is practical, and he sometimes uses it to avoid speaking about grief.

Alignment
Neutral good

Quirks

He taps a wall twice with one knuckle before entering a tunnel, listening to the difference in resonance.
He repairs the wooden bird's chipped beak whenever conversation becomes uncomfortable.
He names every ladder he uses, usually after a person who once fell from one.
He sorts food by how quietly it can be eaten, saving the crunchiest items for daylight.
He counts door hinges under his breath, then denies doing so.

Habits

He checks the nearest exit before accepting a seat, then chooses the chair with the least view of the door.
He offers practical help before sympathy, such as tightening a strap or finding dry socks.
When someone is frightened, he stops teasing and gives clear, simple instructions.
He avoids taking valuables from the dead, even when a companion argues that no one will miss them.
If a conversation turns to the old flood, he changes the subject with brisk competence rather than anger.

Traits · 4

He is patient with a lock and impatient with anyone who treats a frightened person as an inconvenience.
He acts self-sufficient in public but quietly seeks company when old memories keep him awake.
He mocks grand promises, yet keeps every small promise he makes.
He is suspicious of authority but instinctively protective of people doing difficult, necessary work.

Flaws · 3

He takes responsibility for other people's choices and then resents them for needing him.
He keeps crucial information to himself until he can verify every detail, even when delay puts others at risk.
He is stubborn about his physical limits and will conceal pain rather than ask for help.

Fears · 3

Being forced to choose who gets left behind when time is short.
Discovering that Mosi's death was caused by Pelaumo's own hesitation rather than only the foreman's decision.
Growing too slow to reach someone who needs him.

Wants and needs · 3

A trustworthy companion willing to help investigate the old sluice disaster.
Enough coin to keep his room and tools without taking dangerous work from the wrong people.
Someone to tell him that his brother's death was not solely his fault, though he would reject the comfort if offered too quickly.

Combat

AC 15 · HP 45 · 25 ft.

Pelaumo avoids a fair fight. He scouts exits, uses Cunning Action to hide or disengage, and targets isolated threats with Sneak Attack. He uses Uncanny Dodge against the most dangerous visible strike and tries to break line of sight rather than stand toe-to-toe. If an ally is trapped or down, he abandons a clean escape to reach them.

Pelaumo Grent

Medium humanoid (hill dwarf), neutral good
Armor Class15
Hit Points45
Speed25 ft.
Level6
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityIntelligence
SkillsAcrobaticsInvestigationPerceptionSleight of HandStealthSurvival
SensesDarkvision 60 ft.; passive Perception 14
Languages
Common,
Dwarvish
Dwarven Resilience. advantage on saving throws against poison and resistance to poison damage.
Dwarven Combat Training. proficiency with battleaxes, handaxes, light hammers, and warhammers.
Stonecunning. when making an Intelligence (History) check related to the origin of stonework, add double proficiency.
Expertise. double proficiency bonus on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks.
Sneak Attack. once per turn, deal an extra damage when Pelaumo has advantage on an attack or an ally is within 5 feet of the target and Pelaumo does not have disadvantage.
Cunning Action. on each turn, Pelaumo can take a bonus action to Dash, Disengage, or Hide.
Uncanny Dodge. use a reaction to halve the damage from an attack that hits Pelaumo, provided he can see the attacker.

Actions

Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () piercing damage, or 10 ( plus ) if Sneak Attack applies. Pelaumo can use Dexterity for this attack.
Dagger. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 () piercing damage, or 9 ( plus ) if Sneak Attack applies.
Light Crossbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 7 () piercing damage, or 10 ( plus ) if Sneak Attack applies.
Measured Retreat. Pelaumo makes one shortsword attack and uses his bonus action to Disengage, retreating toward cover if possible.

Reactions

Uncanny Dodge. When an attack hits Pelaumo and he can see the attacker, he halves the attack's damage. This is Uncanny Dodge.

Services they sell

Finds people or objects in old buildings and underground passages.
Identifies concealed doors, unsafe masonry, and likely escape routes.
Can teach basic lock and trap awareness to a careful student.

Rewards they can give

A hand-drawn route through a neglected tunnel network.
A recovered keepsake or document, if he trusts the party with the job.
A dependable contact among the residents of the lower quarter.

Equipment

  • Shortsword (weapon)A well-maintained shortsword in a plain scabbard, balanced for close quarters.
  • Light crossbow (weapon)A compact hand crossbow with a leather-wrapped grip and a small case of bolts.
  • Daggers (weapon)Two narrow daggers, one kept in a boot sheath.
  • Studded leather armor (armor)A fitted leather coat reinforced with discreet padding.
  • Tunnel kit (tools)A set of thieves' tools, chalk, waxed thread, a short pry bar, and a hooded lantern.
  • Mosi's bird (keepsake)A bright wooden bird carved by his late brother, repaired many times.

Possessions

Thieves' tools
Shortsword
Light crossbow and bolts
Two daggers
Hooded lantern
Folded sketch map of the lower galleries
Mosi's painted wooden bird
A list of missing people he has not found

Background

Pelaumo grew up in a family of stonecutters who maintained the old drainage galleries beneath the town of Siltstep, a name worn down from an older word no one now remembers. He learned to read tool marks, map tunnels by the feel of air on his cheek, and keep his hands steady in the dark. In his forties, he took work recovering stolen property from sealed buildings, telling himself that a thief who returned things was not a thief. During a flood in the lower galleries, a panicked crew sealed a sluice too early, trapping his younger brother Mosi and several workers beyond it. Pelaumo picked the lock that could have reopened the gate, but froze when the water began to rise. Mosi died. Pelaumo has never forgiven himself, and since then he has risked his life repeatedly to make sure no one else is left behind a locked door. He now works as a discreet finder of missing people and objects, while quietly tracing who ordered the old sluice sealed. His closest living ties are to Kendi, a former apprentice who thinks he has become too cautious, and to Vuk, the retired foreman who helped conceal the truth about the flood. He is currently short of money, pursued by someone who knows what he is investigating, and increasingly aware that his knees cannot keep up with his ambitions.

Role in the story

A seasoned guide, investigator, and reluctant witness to an old disaster. He can help the party navigate hidden passages or locate a missing person, while his search for the sluice record draws them into a conflict over who was sacrificed to save the rest.

“He learned to read tool marks, map tunnels by the feel of air on his cheek, and keep his hands steady in the dark.”
From their background
Faction
No formal allegiance. He occasionally takes recovery work from the residents around Siltstep's old lower galleries, a district named for the silt that settles there after each spring thaw.

Known connections

Kendi, a quick-witted human locksmith and former apprentice, believes Pelaumo is hiding the truth about the flood and is trying to investigate it alone.
Vuk, a retired foreman, helped cover up the decision to seal the sluice. He sends Pelaumo anonymous warnings and insists he was trying to save the larger crew.
Mosi, Pelaumo's younger brother, died in the lower galleries. Pelaumo still carries the small wooden bird Mosi carved for him.
The occupants of Siltstep's lower quarter know Pelaumo as a reliable, if intrusive, finder of lost people.
Major secret · GM only
Minor secrets · GM only

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