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Fenn Thrice-Mark

Human · Wizard, Order of Scribes · Level 10

Fenn Thrice-Mark

Master Observer and keeper of the Watch's accumulated research
“Before the sound, what changed in the air?”
AC15
HP52/52
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, measured voice with clipped consonants and the occasional catch of breath after a long sentence. Years of field dictation give it a recorder's rhythm; technical excitement makes him speed up and pile questions together. He marks uncertainty with "observed," "inferred," and "not yet confirmed."

He speaks in a dry, measured rhythm shaped by years of dictation and field notes. His consonants are clipped and his breath sometimes catches after a long sentence, but technical excitement makes him speed up and stack questions together. He marks uncertainty aloud with phrases like "observed," "inferred," and "not yet confirmed."

Speech patterns

Begins questions with precise prompts: "Before the sound, what changed in the air?"
Corrects his own estimates aloud, distinguishing what he saw from what he inferred.
Uses clinical labels for disturbing events, then pauses when someone describes the dead as a person rather than a result.
When excited, fires questions in a brisk sequence and forgets to wait for answers.

How to play them

Treat Fenn as an intense, unsettling source of knowledge rather than a villain who hates the party. He asks what they witnessed, and offers archival facts or practical guidance in exchange for precise testimony. He becomes defensive if asked to surrender his folio or conceal his findings. Compassion can reach him, but it must compete with his conviction that an unrecorded event is an event lost forever.

Goal

Reconstruct the exact sequence that destroyed the Continuance Engine and determine whether the Final Spire can still be approached safely.

Motivation

Knowledge is his deepest devotion: he believes careful observation can make even death legible, though he fears what the answer may demand of him.

Secret · GM only

Appearance

Fenn is narrow-shouldered and stooped, with thin wrists and a face folded into fine, maplike lines. Sparse white hair lies swept back as if even his grooming were an attempt to keep the evidence orderly. Three black ritual marks run vertically down his forehead, their edges blurred with age but still stark against his skin. He moves in abrupt, economical adjustments, as though constantly correcting his position against an invisible measuring grid. His jaw is slightly too broad for his gaunt face; when he eats, he chews with careful, even strokes, and when amused, his brief grin reveals small, crowded teeth. He looks frail until the room's shadows begin keeping time with him.

Clothing

Layered scholar's robes in faded charcoal, brown, and dusty gray, worn shiny at the elbows. The crowded pockets hold ink vials, folding rulers, lenses, chalk, small bones, parchment scraps, and delicate instruments for measuring magical disturbances. A battered, swollen folio is chained to his waist.

Body language

His shoulders hunch over his chained folio, but his gaze tracks every hand in the room. One ink-black thumb repeatedly checks the three ritual marks on his forehead, as if verifying that they remain in the correct order. He pinches the bridge of his nose when mentally calculating and turns his whole body toward whoever has just mentioned a death.

Height
5 feet 6 inches
Build
Thin-limbed, frail, narrow-shouldered, and slightly stooped
Eyes
Dull hazel, quick to sharpen when a witness gives a precise account
Hair
Sparse white, swept backward
Skin
Pale, weathered beige with a faint gray cast from years indoors
Age
Seventy-two
Gender
Male
Size
Medium

Distinguishing features

Three permanent black ritual marks burned vertically down his forehead.
Ink has permanently stained the creases of his fingers and the rims of his nails.
His crowded teeth show whenever he gives a brief, unexpectedly boyish grin.
He repeatedly checks the ritual marks on his forehead without seeming to notice the gesture.
A battered, chained folio hangs at his waist, its pages swollen by generations of additions.

Personality

14 traits and drives

Fenn is detached enough to describe a catastrophe in measurements, yet privately keeps the names of the dead close and remembers small details about the living. With scholars he is exacting and unexpectedly patient; with grieving people he is awkward but tries to listen. Under pressure, curiosity makes him bold, while a sudden reminder of his first failed expedition can make him evasive and cold.

Alignment
Lawful neutral

Quirks

Checks the three black marks on his forehead with one ink-stained thumb whenever someone says the word "again."
Arranges crumbs into straight lines while thinking, then measures the line with the edge of his spoon.
Labels his ink vials with the date they were opened and becomes irritated if someone moves them out of sequence.
Counts the beats between a loud sound and the room's echoes, even during ordinary conversation.

Habits

When confronted with danger, he first estimates distances, exits, and likely spell ranges, then speaks as if the figures settle the matter.
He asks witnesses to repeat exact sequences of events, especially the moments immediately before a death or magical failure.
If cornered without allies, he offers useful information and a route to his hidden notes rather than fighting to the death.
After a strange magical event, he forgets ordinary conversation until he has written down the time, direction, and apparent duration.

Traits · 3

He records frightening events with steady precision, then privately rereads the names of everyone harmed.
He is patient with sincere questions but becomes brisk when someone repeats a claim without evidence.
He can discuss death as a mechanism with unnerving calm, but becomes visibly unsettled when a witness describes the dead person's habits.

Flaws · 4

Treats other people's grief as data until someone forces him to recognize the person behind the event.
His curiosity can override sound judgment, especially around the Final Spire.
He is physically frail and dependent on preparation, his spellbook, and allies.
He withholds information when he thinks disclosure might compromise the integrity of his research.

Fears · 3

That the Continuance Engine's destruction has made death anomalies impossible to predict.
That his records are not documenting the Final Spire but helping it learn how to reach beyond itself.
That he will die before understanding what happened to the expedition member he abandoned.

Wants and needs · 4

A precise account from anyone who entered the Final Spire
Access to the site before the wardens seal it
Evidence that his old observations still describe the changed Engine
A reason to trust Tamas with the records

Combat

AC 15 · HP 52 · 30 ft.

Fenn avoids the front line. Before a likely confrontation, he favors mage armor and a prepared escape route. He uses divination to anticipate threats, counterspell or shield to blunt immediate danger, and control spells to divide or disable opponents. He tries to preserve allies and his records, not win a fair fight. If isolated, badly injured, or deprived of his spellbook, he negotiates or escapes. He may spend a turn asking a combatant what they saw at the Spire if his curiosity overwhelms his caution.

Fenn Thrice-Mark

Medium humanoid (human), lawful neutral
Armor Class15
Hit Points52
Speed30 ft.
Level10
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsArcanaHistoryInvestigationReligionInsight
SensesPassive Perception 12
Languages
Common,
Celestial,
Infernal
Spellcasting. 10th-level wizard, spell save , to hit with spell attacks. He has four 1st-level, three 2nd-level, three 3rd-level, three 4th-level, and two 5th-level spell slots.
Arcane Recovery. Once per day after a short rest, he recovers expended spell slots with a combined level of up to 5.
Awakened Spellbook. His spellbook can serve as his arcane focus. Once per day when he casts a wizard spell using a spell slot, he can replace its damage type with that of another spell in the book of the same level.
Manifest Mind. As a bonus action, he can manifest the mind of his spellbook in an unoccupied space within 60 feet. He can see and hear from its space and cast wizard spells as if he were there. It has AC 14, 25 hit points, and vanishes if reduced to 0 hit points.
Master Scrivener. Once per day after a long rest, he can inscribe a 1st- or 2nd-level wizard spell into a special spell scroll, casting it at one level higher than normal. The scroll expires after 24 hours.

Spells

Mage Armor (level 1, abjuration). A barely visible ward surrounds Fenn. While not wearing armor, his AC is 13 + his Dexterity modifier. Included in his listed AC of 15.
Shield (level 1, abjuration). Fenn reacts to an attack or magic missile, gaining +5 AC until the start of his next turn, including against the triggering attack.
Cure Wounds (level 1, evocation). A creature Fenn touches regains hit points. As a necromantic scholar, he records the spell's precise effect but does not mistake healing for resurrection.
Dissonant Whispers (level 1, enchantment). Fenn magically compels one creature he can see within range to flee from him for the spell's duration on a failed Wisdom save.
Disguise Self (level 1, illusion). Fenn magically alters his appearance, including his clothing and apparent features, for up to an hour.
Detect Magic (level 1, divination). Fenn detects the presence of magic within 30 feet and can use his action to see a faint aura around a visible magical creature or object.
Detect Thoughts (level 2, divination). Fenn magically reads the surface thoughts of a creature within range. A deeper probe allows a Wisdom saving throw.
See Invisibility (level 2, divination). Fenn studies a creature he can see, learning whether it has damage vulnerabilities, resistances, or immunities.
Arcane Eye (level 4, divination). Fenn creates an invisible magical eye that can move and see at a distance, allowing him to inspect areas without entering them.
Mirror Image (level 2, illusion). Fenn creates an illusory double of himself. When a creature targets him with an attack, a roll determines whether the attack targets the illusion instead.
Dispel Magic (level 3, abjuration). Fenn attempts to end one spell affecting a creature or object. For spells of 4th level or higher, he makes an Intelligence check against + the spell's level.
Darkness (level 2, evocation). Fenn creates a 20-foot-radius sphere of magical darkness that suppresses darkvision and nonmagical light.
Misty Step (level 2, conjuration). Fenn creates a 20-foot-radius sphere of magical darkness that suppresses darkvision and nonmagical light.
Hold Person (level 2, enchantment). Fenn magically restrains a humanoid he can see within range on a failed Wisdom saving throw. The target can repeat the save at the end of each of its turns.
Mirror Image (level 2, illusion). Fenn creates a 20-foot-radius sphere of magical darkness that suppresses darkvision and nonmagical light.
Clairvoyance (level 3, divination). Fenn creates a visible magical sensor at a location he chooses within range and sees through it for the duration.
Counterspell (level 3, abjuration). Fenn attempts to interrupt a creature casting a spell. Spells of 3rd level or lower fail automatically; higher-level spells require an Intelligence check.
Fear (level 3, illusion). Fenn chooses up to three creatures within range. Each target makes a Wisdom saving throw or becomes frightened and drops what it is holding.
Glyph of Warding (level 3, abjuration). Fenn places a warding glyph that triggers when a creature enters its area or opens its object. He commonly stores a damaging spell in the glyph.
Blight (level 4, necromancy). Fenn wraps a creature he can see within range in necrotic energy. The target makes a Constitution saving throw, taking necrotic damage on a failure, or half as much on a success.
Arcane Eye (level 4, divination). Fenn creates an invisible magical eye that can move up to 30 feet each round and see through ordinary and magical darkness.
Sending (level 3, evocation). Fenn sends a brief telepathic message to a creature with which he is familiar, wherever it is on the same plane.
Evard's Black Tentacles (level 4, conjuration). Fenn attempts to bind a creature with magical force. The target makes a Wisdom saving throw; on a failure, it is restrained and suffers the spell's other effects.
Darkness (level 2, evocation). Fenn creates a 20-foot-radius sphere of magical darkness that suppresses darkvision and nonmagical light.
Misty Step (level 2, conjuration). Fenn creates a 20-foot-radius sphere of magical darkness that suppresses darkvision and nonmagical light.
Mirror Image (level 2, illusion). Fenn creates a 20-foot-radius sphere of magical darkness that suppresses darkvision and nonmagical light.
Mirror Image (level 2, illusion). Fenn creates an illusory double of himself to misdirect attacks. This is a prepared defensive spell.
Clairvoyance (level 3, divination). Fenn creates a visible magical sensor at a location he chooses within range and sees through it for the duration.
Darkness (level 2, evocation). Fenn creates a 20-foot-radius sphere of magical darkness that suppresses darkvision and nonmagical light.

Actions

Measured Assault. Fenn makes two attacks with his arcane measuring rod, or casts one cantrip.
Arcane Measuring Rod. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 2 () bludgeoning damage. Fenn avoids close combat whenever possible.
Death-Record Pulse (Recharge 5-6). Fenn releases a compressed pulse of necromantic force at a creature he can see within 60 feet. The target must make a Constitution saving throw, taking 13 () necrotic damage on a failure, or half as much on a success. This is a custom action, not a spell.
Spellcasting. Fenn casts a spell from his prepared spells list.

Reactions

Shield. When hit by an attack or targeted by magic missile, Fenn casts shield, gaining +5 AC until the start of his next turn, including against the triggering attack. His AC becomes 20 for that duration.
Counterspell. When he sees a creature within 60 feet casting a spell, Fenn attempts to interrupt it. If the spell is 3rd level or lower, it fails automatically. For a 4th-level or higher spell, he makes an Intelligence check with a bonus against + the spell's level.

Services they sell

Can interpret archived ritual measurements and compare them with a new magical disturbance.
Can identify likely spell schools or magical patterns from a careful witness account.
Can provide access to the Watch's records, if the party earns his trust or brings evidence he considers significant.

Rewards they can give

A carefully verified account of past failed approaches to the Final Spire
A tracing of the Continuance Engine's ritual measurements, with some crucial pages withheld
A prepared 1st- or 2nd-level wizard spell scroll, if he trusts the party to use it responsibly

Equipment

  • The chained folio (spellbook and focus)A heavy, battered volume chained to his waist, filled with his observations and records from predecessors. It serves as his spellbook and arcane focus.
  • Arcane measuring rod (tool)A lacquered rod marked with finely spaced measurement lines, used as a pointer and a last-resort club.
  • Observer's instruments (tools)A set of tiny lenses, folding rulers, chalk, ink vials, and instruments for recording magical disturbances.
  • Traveling kit (adventuring gear)A component pouch, a dagger, and several sealed scraps of protective writing.

Possessions

The chained folio of observations, layered over records kept by his predecessors for centuries
A set of lenses, folding rulers, chalk, ink vials, and magical-disturbance measuring tools
Small bones and scraps of parchment used as reference markers
A sealed packet of unsent letters to his former apprentice

Background

For generations, Fenn's family served as recorders for the Watch kept at the place locals call Gull-Can't-Be-Killed, a name earned by the scavenging birds that persist around its wind-scoured ruins. Fenn inherited the post of Master Observer and a chained folio of observations that reaches back centuries. As a young researcher, he accompanied an expedition toward the Final Spire. A ritual measurement failed, and the returning team found that one member had died hours before anyone remembered seeing him fall. Fenn survived by abandoning the attempt to save the man and recording the anomaly instead. The choice made him both more useful and less trusted. He has spent decades documenting death distortions, ritual measurements, and failed approaches to the temple, while privately maintaining correspondence with his estranged former apprentice, Tamas, who believes the research should be destroyed. Fenn's loyalty to Nerull is sincere, but his devotion to knowledge is stronger. Garran's death, Ilyra's injuries, and the destruction of the Continuance Engine have upended his accumulated models. He wants to question the survivors before the Watch seals the site, and his superiors want him to stop asking.

Role in the story

A wary, indispensable keeper of accumulated knowledge who can explain the history of the Final Spire and death anomalies. His curiosity makes him willing to help the party, but the value he places on research can put their privacy, safety, and trust at risk.

“Fenn inherited the post of Master Observer and a chained folio of observations that reaches back centuries.”
From their background
Faction
Master Observer of the Watch at Gull-Can't-Be-Killed, a long-standing order named for the stubborn scavenging birds around its ruins; a sincere, private adherent of Nerull.

Known connections

Tamas, his former apprentice, now argues that the Watch's records are drawing danger toward the Final Spire.
Ilyra, injured in the Continuance Engine disaster, is a crucial eyewitness whom Fenn wants to interview and whose recovery he genuinely hopes for.
The senior wardens at Gull-Can't-Be-Killed depend on Fenn's findings but have ordered him to keep the latest disaster out of public reports.
Fenn serves Nerull, whose doctrine gives sacred weight to death, even as Fenn treats every anomaly as evidence to be studied.
Major secret · GM only
Minor secrets · GM only

Connections

Mentioned in their text, not linked yet

  • Tamashis former apprentice, now argues that the Watch's records are drawing danger toward the Final Spire.
  • Ilyrainjured in the Continuance Engine disaster, is a crucial eyewitness whom Fenn wants to interview and whose recovery he genuinely hopes for.
  • The senior wardens at Gull-Can't-Be-Killed depend on Fenn's findings but have ordered him to keep the latest disaster out of public reports.
  • Fenn serves Nerullwhose doctrine gives sacred weight to death, even as Fenn treats every anomaly as evidence to be studied.

Species

Human

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