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Pell Orro

Human · Commoner, custom role: marsh guide and trapped witness · Level 0

Pell Orro

Marsh guide and former antiquarian's assistant
“Left wall. Keep a hand on it. Don”
AC10
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, slightly rasped voice with a soft catch on words beginning with 's', worn by cold air, reed dust, and too many days speaking over marsh wind. His breath sometimes whistles through the crowded front teeth when he is tired. He clips directions short, but lets sentences about his sister run on until he notices and stops.

He speaks in short, practical clauses shaped by years of guiding people over dangerous ground. He names surfaces and distances precisely, but often substitutes 'that one' or 'the fellow' for people whose names he does not want to say. His humor is dry and arrives a beat late.

Speech patterns

Gives directions in practical fragments: 'Left wall. Keep a hand on it. Don't trust the dry-looking stones.'
Uses 'I saw' only after checking that no one is standing behind the listener.
Answers questions about Ivrik with technically true but incomplete statements.
When he is trying to reassure someone, he lists simple tasks they can do next.

How to play them

Offer Pell immediate practical help and a credible escape plan before demanding his whole story. He responds to demonstrated competence, not grand promises. If treated as disposable or accused without evidence, he will lie, conceal the clapper fragment, and attempt to escape alone. If someone admits their own mistake without excuses, he is more likely to confess his part in the theft.

Goal

Escape the crypt, find proof that Ivrik stole the bell, and decide whether to risk returning it before the haunting follows the sound into the marsh settlements.

Motivation

Survival first, then making one choice he can live with. Beneath that, he wants his sister to believe he can still be useful without trying to buy forgiveness.

Secret · GM only

Appearance

Pell has a compact, weather-creased face, a broad jaw, and crowded front teeth that overlap like roof tiles. When he eats, he tucks his upper lip under his teeth and works each bite with conspicuous care; when he laughs, the whole crowded arrangement shows at once, unexpectedly boyish. His gaze is the more unsettling feature: it skitters to doorways, ceiling joints, and the hands of anyone near him, seldom settling on a face for long. He walks with his weight pitched forward, as if always testing whether the next patch of ground will hold. He smells faintly of wet clay and bitter fennel, and leaves the impression of a man already planning his exit.

Clothing

A patched brown wool coat with a high, damp-stiff collar, a reed-fiber scarf, mud-dark trousers, and boots wrapped at the ankles with strips of sailcloth. His cuffs are carefully darned, but his hems are soaked through. A waxed pouch hangs beneath his coat where casual searches are unlikely to find it.

Body language

Keeps his shoulders angled toward the nearest exit and his chin tucked, exposing the crowded line of his teeth when he speaks. His eyes track hands and doorways more than expressions. He rubs his thumb along the grain of his walking stick when deciding whether to trust someone.

Height
5 feet 4 inches
Build
Short, wiry, and rope-muscled from years of hauling reed bundles and testing mud banks
Eyes
Dark hazel
Hair
Dark brown, graying at the temples, cut unevenly with a knife
Skin
Weathered olive-brown, reddened at the nose and knuckles from cold damp
Age
Forty-six
Gender
Man
Size
Small

Distinguishing features

His broad jaw and tightly crowded front teeth are immediately noticeable when he speaks or eats.
His eyes sweep a room's edges and exits instead of meeting faces for long.
He keeps a tiny reed whistle tucked behind one ear, though he almost never blows it.

Personality

13 traits and drives

Pell is shrewd about terrain but poor at reading affection. He can be generous with food and directions, yet will conceal the one fact that matters if he thinks it might cost him his freedom. In calm company he is dryly funny and observant; under pressure he becomes impatient, issuing commands as if competence could keep fear away. Around family, his practiced evasions turn awkward and almost tender.

Alignment
Neutral, driven by survival rather than principle

Quirks

Tests every plank, stone, and patch of mud with his walking stick, even indoors.
Counts a doorway's lintel stones under his breath before passing through.
Keeps fennel seeds in one boot and chews exactly one when making a difficult decision.
When someone lies to him, he rearranges nearby objects into a neat line without noticing.

Habits

Counts exits, steps, and breaths whenever he enters a new space.
Will volunteer useful practical details, then abruptly stop when the conversation approaches the stolen bell.
When frightened, becomes brisk and bossy rather than visibly panicked.
If someone else is in immediate danger, his feet move before his excuses catch up.

Traits · 3

He notices small practical dangers before anyone else, but often misses what people need emotionally.
He resents being called brave, yet steps toward danger when someone is left behind.
He hoards useful scraps and gives away food without admitting he is doing it.

Flaws · 3

Protects himself with evasions even when a plain truth would help.
Mistakes caution for wisdom and can lose precious time weighing risks.
Keeps score of old guilt, especially where Vella is concerned.

Fears · 3

Being trapped underwater with no way to tell which direction leads up.
The dead in the crypt learning his name.
Making another choice that saves himself at someone else's expense.

Wants and needs · 4

A safe route out of the crypt before the water rises further.
A convincing reason to believe the haunting can be stopped.
Someone to take the clapper fragment without using it to bargain against him.
To tell Vella the truth without asking her to comfort him.

Combat

AC 10 · HP 7 · 30 ft.

Pell avoids a fair fight. He keeps obstacles between himself and threats, throws stones to distract or interrupt, and uses his walking stick to fend off anyone who corners him. If an escape route opens, he takes it immediately. He will not enter the flooded shrine unless someone he trusts is in danger.

Pell Orro

Small humanoid (human), neutral, driven by survival rather than principle
Armor Class10
Hit Points7
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterityConstitutionIntelligenceWisdomCharisma
SkillsInvestigationSurvivalStealthNature
SensesPassive Perception 10
Languages
Common
Custom commoner feature. Cryptwise. Pell can identify recently disturbed masonry, burial niches, and likely dead ends with a successful Intelligence (Investigation) check.
Custom story feature. Reluctant Witness. Pell saw the relic-seeker's theft and can describe what happened, but fear and self-preservation make him withhold details until convinced the party can get him out alive.

Actions

Walking Stick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage.
Thrown Stone. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 3 () bludgeoning damage. Pell has three small stones ready to throw.

Reactions

Slip Aside. When a creature he can see moves within 5 feet of him, Pell can use his reaction to retreat up to 5 feet without provoking an opportunity attack, provided the space is clear. Custom commoner feature.
Mud Warning. If a creature Pell can see is about to enter a visibly unstable patch of ground, he can call out a warning. The creature has advantage on its next check or save to avoid falling or becoming stuck there, if it can hear him. Custom story feature, usable once per scene at the GM's discretion.

Services they sell

Can guide travelers through safe sections of the marsh and identify unstable ground.
Can explain the crypt's upper passages and point out the drainage route, though he fears going back.
Can give testimony about Ivrik's theft if protected from retaliation.

Rewards they can give

A reliable route through the marsh that avoids the deepest sinkholes.
Knowledge of the crypt's maintenance drain and its concealed entrance.
The clapper fragment, if Pell trusts the party enough to hand it over.
A modest favor from Vella if the party helps Pell make an honest apology, though she will not forgive him on demand.

Equipment

  • Walking stick (tool)A plain hazel stick, smoothed by years of use and useful for testing mud depth.
  • Reed knife (tool)A small knife with a blunt-backed blade, used for cutting cord and reeds, not fighting.
  • Clapper fragment (evidence)Waxed cloth wrapped around a thumbnail-sized bronze clapper fragment taken from the stolen bell's shrine.
  • Pocket stones (improvised weapons)Three river stones in a coat pocket, selected for throwing or marking a path.
  • Travel rations (supplies)A heel of hard bread, a stoppered flask, and a twist of bitter fennel leaves.

Possessions

A waxed map of the crypt's upper passage, marked with charcoal arrows.
A folded letter from Vella, unopened and softened at the creases.
A pouch containing the bronze clapper fragment.
A reed whistle and a small packet of fennel seeds.

Background

Pell grew up in a reed-cutting hamlet on the low banks of the Siltwater, where his mother, Oona, taught him to read boundary stones and his father repaired flood gates. He became a careful, underpaid guide for antiquarians, able to tell old brick from new patchwork and to find dry footing where others sank. Years ago, his younger sister Vella was caught in a spring flood while Pell was leading a wealthy surveyor to safety. He saved the surveyor and has never forgiven himself, though Vella survived and now refuses his help out of anger at his long absence. That choice made him cautious to the point of cowardice, but also unable to abandon someone once he has promised to guide them. Pell joined the relic-seeker Ivrik Seln on an expedition to the crypt beneath the reeds. During the descent, Ivrik pried a small bronze bell from a sealed shrine. The crypt's dead stirred at its first chime. Pell witnessed the theft and helped Ivrik flee the first chamber, but a collapse trapped Pell behind a flooded passage while Ivrik escaped with the bell. Pell has spent two days hiding in a maintenance niche, rationing a heel of bread and listening to something drag itself through the water. He knows a narrow drainage route out, but it passes the shrine. His immediate problem is not simply escape: the haunting seems to answer the bell's distant ringing, and each time it sounds, the water rises.

Role in the story

A frightened witness and trapped relic-seeker whose testimony can reveal that the crypt's haunting began when Ivrik stole the bell. Pell knows a possible escape route, but his guilt and fear complicate whether he will guide the party back toward the shrine.

“He became a careful, underpaid guide for antiquarians, able to tell old brick from new patchwork and to find dry footing where others sank.”
From their background
Faction
No formal allegiance. He has worked for marshland antiquarians and owes favors to the ferrymen of Reed-End.

Known connections

Oona, his mother, still lives near the Siltwater and sends him practical letters he rarely answers.
Vella, his younger sister, survived the flood Pell remembers as his failure; she now runs a ferry stop and will not accept his apologies at face value.
Ivrik Seln, the relic-seeker, hired Pell and fled the crypt with the stolen bell. Pell believes Ivrik may still be near the marsh, but does not know whether he intends to sell the relic or silence its witness.
The residents of Reed-End, a nearby hamlet whose shortened local name came from the old phrase for the last houses before the marsh, know Pell as a capable guide who is bad at keeping promises.
Major secret · GM only
Minor secrets · GM only

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