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Drim Singe-Beard - AI-generated fantasy NPC

Drim Singe-Beard

Mountain Dwarf · Commoner (Alchemist Specialist) · Level 0

Drim Singe-Beard

Owner of The Obsidian Reliquary and Information Broker
AC11
HP6/6
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

High-pitched for a dwarf, sounding like gravel being shaken in a tin bucket.

Drim speaks in a gravelly, rapid-fire rasp, often cutting himself off to correct his own terminology. He uses highly technical jargon interspersed with crude Underdark slang.

Speech patterns

Don't touch the vials! The blue one will melt your eyebrows, and the green one is worse.
The Iron Legion? Hmph. They walk on the stone, they don't listen to it like I do.
It was a simple reaction, or should have been, but the reagents... they have a temper.

How to play them

Drim will attempt to lure the players into a debt by offering 'free' samples of experimental potions, then use that debt to force them into dangerous disposal jobs.

Goal

To successfully neutralize his 'blood-rust' mistake and find the Vault of Tears in Eldrathor.

Motivation

Drim seeks to regain his lost status in Joerin through the discovery of a lost elven formula from Eldrathor, regardless of the ethical cost or the safety of the valley.

Secret · GM only

Appearance

Drim is a squat, soot-stained figure who smells perpetually of sulfur, peppermint, and ozone. His once-magnificent auburn beard is now a scorched, uneven thicket of blackened hair, a testament to decades of lab accidents. His skin is etched with fine, silvery scars from chemical burns, and his left eye is perpetually squinted as if looking through a jeweler's loupe. His hands are thick and calloused, notably missing the pinky finger on his right hand. He moves with a surprisingly quiet, nimble gait for a dwarf, though he often stops abruptly to sniff the air for gas leaks. Contradictory to his rugged, messy exterior, he wears a pair of exquisitely crafted, gold-rimmed spectacles that he treats with obsessive care.

Clothing

He wears a heavy, lead-lined apron made of deep green dragon-leather, stained with iridescent spills. Beneath the apron is a tattered but functional tunic of thick wool and reinforced breeches. He is never without a belt of glass phials, each secured in a felt-lined pouch to prevent clinking.

Body language

Hunched and defensive, Drim often keeps a table or counter between himself and others. He is prone to fidgeting with his various belt pouches.

Height
4 feet 2 inches
Build
Stocky and barrel-chested
Eyes
Amber
Hair
Singed Auburn and Grey
Skin
Ashen and soot-covered over olive tones
Age
142 years old
Gender
Male
Size
Medium

Distinguishing features

Singed and blackened beard tips
Missing right pinky finger
Silvery chemical burn scars on his forearms
Extremely high-quality gold-rimmed spectacles

Personality

13 traits and drives

Drim is a man of professional paranoia balanced by a desperate need for intellectual validation. He is gregarious and flattering to anyone who shares his fascination with alchemy or the deep veins of the world, but he treats his own family and fellow dwarves with cold, transactional suspicion. He believes everyone is out to steal his formulas, yet he cannot resist showing off his cleverness. In the face of danger, he is a pragmatist who would rather buy his way out of a fight than raise a fist, though he is fiercely protective of his inventory.

Alignment
Neutral Evil

Quirks

Repeatedly taps the stump of his missing finger against glass surfaces
Mumbles alchemical periodic tables when he is intimidated
Always smells his food and drink for exactly five seconds before consuming it

Habits

Locked his door triple times before speaking of secrets
Refuses to accept payment in anything other than gold or rare minerals
Regularly checks the temperature of the room using a glass rod

Traits · 4

Technically brilliant
Compulsively secretive
Socially awkward around authority
Profit-oriented

Flaws · 3

Overconfidence in his own chemical formulas
Deep-seated greed that outweighs his morality
Terror of being returned to Joerin in chains

Fears · 3

The Iron Legion's 'Truth Seekers'
The semi-sentient blood-rust escaping his cellar
Going blind

Wants and needs · 3

A reliable group of 'expendable' mercenaries
Pure cinnabar from the Endless Desert
Political immunity for his past crimes

Combat

AC 11 · HP 6 · 25 feet

Drim avoids direct confrontation. If forced to fight, he uses his movement to throw Alchemist's Fire or Acid to create a barrier, then retreats through a hidden trapdoor in his floor.

Drim Singe-Beard

Medium humanoid (mountain dwarf), neutral evil
Armor Class11
Hit Points6
Speed25 feet
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationDeception
SensesDarkvision 60 ft.
Languages
Common,
Dwarvish,
Orc,
Undercommon
Master Alchemist. Advantage on checks to identify potions and minerals
Stonecunning. Expertise in History checks related to stonework
Orc Whisperer. Drim knows the social customs and dialects of the local subterranean orcs

Actions

Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 2 () piercing damage.
Improvised Acid Phial. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 7 () acid damage.

Reactions

Smoke Screen. When a creature moves within 5 feet of Drim, he may drop a small pellet at his feet. The area within a 5-foot radius becomes heavily obscured until the start of his next turn, and he can move up to half his speed without provoking opportunity attacks.

Services they sell

Potion brewing and sales
Identification of Underdark artifacts
Selling secret routes to Eldrathor

Rewards they can give

Formula for 'Wraith-Sight Oil'
A bag of 50 Gold Pieces
Letters of introduction to subterranean orc tribes

Equipment

  • Dragon-leather Apron (armor)Provides resistance to acid damage while worn.
  • Alchemist's Supplies (tools)A portable set of burners, beakers, and raw materials.

Possessions

Gold-rimmed spectacles of magnification
A heavy ring of keys to The Obsidian Reliquary
Two vials of Alchemist's Fire
A crumpled map of the Eldrathor outskirts
Small pouch of lead-infused charcoal sticks

Background

Formerly a respected member of the Royal Alchemist's Guild in Joerin, Drim was exiled after his research into blood-runes was deemed 'unnecessarily volatile' by the Crown. He retreated to the fringes, establishing The Obsidian Reliquary near a hidden entrance to the Underdark. He has since spent years cultivating a network of spies among the subterranean orc tribes, trading stable salts and refined ore for information and relics from the ruins of Eldrathor. His current predicament involves a failed batch of 'blood-rust'—a corrosive agent that became hyper-aggressive and semi-sentient—which now threatens to eat through the foundations of his shop and expose his illicit laboratory to the Iron Legion.

Role in the story

An underworld quest-giver and specialist merchant who provides access to the Underdark and advanced alchemical supplies.

“He retreated to the fringes, establishing The Obsidian Reliquary near a hidden entrance to the Underdark.”
From their background
Faction
Independent (formerly Royal Alchemist's Guild)

Known connections

Karg the Eye: A subterranean orc scout who provides Drim with maps
The Iron Legion: Drim pays bribes to a specific sergeant to look the other way
The Royal Alchemist's Guild: His former rivals who he wishes to outshine
Major secret · GM only
Minor secrets · GM only

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