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Tamsin Reed

Human · Marsh guide (custom noncombatant) · Level 0

Tamsin Reed

Marsh guide, reed-cutter, and channel marker
AC12
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, dry-edged voice with a little rasp from cold air and years of calling directions over water. Her consonants are clipped when she is working; when she speaks of the dead, she pauses between phrases as if leaving room for an answer.

Her words are shaped by years of calling across water and giving instructions over wind and rain. She favors compact sentences, concrete landmarks, and verbs that describe what the ground is doing. She does not raise her voice to dominate a room; she projects cleanly when she needs to be heard over a squall.

Speech patterns

Uses plain working expressions and gives directions in terms of roots, birds, and water depth.
Answers a direct question with a practical observation before addressing the emotional point.
Calls uncertain routes by their hazards rather than their names.

How to play them

Tamsin is helpful to travelers who respect local hazards and listen to her directions. She tests strangers with small practical questions before trusting them with the village's safety. If someone mentions the drowned shrine, she first asks what they know, then admits only what is needed to prevent them from repeating her mistake.

Goal

Keep Saz safe through the coming flood season and return the drowned shrine's bell to the place where her companions died.

Motivation

She wants to protect the people who still depend on her, while proving through action that survival did not absolve her of the choices she made.

Secret · GM only

Appearance

Tamsin has weather-browned skin with a fine, all-over stipple of pale sun marks across her nose and forearms. Her broad hands are permanently ridged and toughened from hauling wet rope and stripping reeds; the nails are kept short and stained green at their edges. She moves with a measured, testing gait, setting each foot as if the earth might answer back. Her dark hair is bound in a practical braid threaded with tiny dried seedpods that click softly when she turns. At first meeting, she leaves the impression of someone listening to the ground more closely than to you.

Clothing

A patched, knee-length oilskin coat over a faded linen shirt, wrapped trousers, and soft marsh boots sealed with dark wax. A braided reed cord holds her belt pouch shut. Her cuffs are often damp, and she carries a short cloak of woven rushes for sudden rain.

Body language

She rests her weight on her staff without leaning heavily, turning it in her hands as if feeling for a current. Her attention flicks to ankles, hems, and the ground near a visitor's feet. When she is determined, she squares her shoulders and plants both feet wide, even on a narrow plank.

Height
5 ft. 4 in. (163 cm)
Build
Compact and sinewy, with the practical strength of someone who rows, wades, and hauls all day.
Eyes
Dark hazel, flecked with amber
Hair
Dark brown, sun-lightened at the ends
Skin
Weather-browned with pale sun freckles
Age
Thirty-six
Gender
Woman
Size
Medium

Distinguishing features

Seedpods in her braid make a faint dry clicking sound when she turns her head.
Her hands have thick, rope-ridged calluses and green-stained nail edges.
A small reed whistle hangs from a cord at her throat.

Personality

12 traits and drives

Tamsin is warm toward anyone willing to learn and distrustful of anyone who treats the marsh as empty ground. She jokes readily while working, but becomes stubborn and withholding when the drowned expedition is mentioned. In a crisis she is decisive and generous with her own safety; afterward, she can be defensive about why she made those choices.

Alignment
Neutral good

Quirks

Counts steps aloud under her breath when crossing a familiar stretch, then starts over if interrupted.
Tucks a reed behind one ear whenever someone tells a lie she does not intend to challenge yet.
Greets every heron she sees with a different short whistle.
Turns cups and bowls upside down before setting them down, to keep imaginary marsh insects out.
Leaves a single seedpod on a safe path and two on a path she wants people to avoid.

Habits

Checks the wind and water before accepting even a simple plan.
Leaves a small bundle of reeds at the edge of a route she considers unsafe.
When frightened, becomes brisk and practical rather than openly distressed.

Traits · 3

She welcomes honest questions but dislikes being praised for surviving.
She is patient with the inexperienced and impatient with the overconfident.
She can laugh at village gossip, then turn suddenly grave when the water changes.

Flaws · 3

Keeps dangerous information to herself until she thinks others are ready to hear it.
Takes responsibility for outcomes she could not have controlled.
Treats help as a debt she must repay immediately.

Fears · 3

That the bell will toll again and she will mistake its warning for an accusation.
That a child from Saz will repeat the same desperate choice she made on the expedition.
Being forgiven too easily, before she has done anything to make amends.

Wants and needs · 3

Wants the village to survive the next flood without losing anyone.
Needs to tell the truth about the bell before another traveler enters the shrine.
Wants her mother's trust, though she resists being treated as someone who needs protecting.

Combat

AC 12 · HP 9 · 30 ft., swim 15 ft. (custom; swimming speed applies in familiar marsh water)

Tamsin avoids a fair fight. She uses shallow water, unstable banks, and obscuring reeds to break line of sight, then helps allies retreat along a known path. She strikes with her staff only to make space, and gives up the fight if the village is no longer at immediate risk.

Tamsin Reed

Medium humanoid (human), neutral good
Armor Class12
Hit Points9
Speed30 ft., swim 15 ft. (custom; swimming speed applies in familiar marsh water)
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityWisdom
SkillsPerceptionSurvivalStealthAthleticsNature
SensesPassive Perception 12
Languages
Common,
Marsh cant (a local custom dialect)
Marshwise. Tamsin can identify safe footing, hidden channels, and recent passage through familiar wetlands.
Custom feature. Reedwhistle. By blowing across a hollow reed, she can send a short signal across the marsh that carries farther than an ordinary shout.

Actions

Walking Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage.
Sling Dart. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 4 () piercing damage. The dart is not poisoned.
Find the Old Channel. Tamsin guides up to six willing creatures through a stretch of marsh she knows. For the next hour, the group has advantage on checks to avoid becoming lost or stepping into natural marsh hazards, at the GM's discretion.

Reactions

Staff Check. When an adjacent creature misses Tamsin with a melee attack, she can use her staff to shove it up to 5 feet away. The target must be no more than one size larger than Tamsin.

Services they sell

Guides people through familiar marsh channels.
Identifies recent animal and human tracks in wet ground.
Can teach a traveler the safest signals for fog and flood.

Rewards they can give

Safe passage through Saz's marsh and practical instruction in reading the channels.
A reliable route to a hidden hummock where travelers can shelter from a flood.
If she trusts the party, the location of the drowned shrine and the truth about the bell.

Equipment

  • Marsh staff (weapon)A straight, polished staff with notches marking water depth on familiar routes.
  • Sling and stones (weapon)A leather sling and a pouch of smooth river stones.
  • Channel map (tool)A waxed map case holding a hand-drawn chart of channels, safe hummocks, and old flood marks.
  • Reed whistle (tool)A hollow reed whistle used for short signals across water.

Possessions

A hand-drawn channel map in a waxed case
Oyun's cracked compass wrapped in oilcloth
A reed whistle on a cord
A pouch of river stones for her sling
A small carved marker bearing the names of the lost expedition

Background

Tamsin grew up in the marsh village of Saz, where families mark the changing channels with poles cut from the reeds that overrun every bank. Her mother, Ula, taught her to read water by its smell and the angle of floating leaves. Years ago, Tamsin guided an expedition into a drowned shrine to retrieve a bell said to warn the village of floodwater. She chose a faster route after a sudden squall, and the party became trapped beneath a collapsing reed mat. Tamsin escaped with the bell, but two companions, Oyun and Boro, did not. She has never forgiven herself for leaving them, though she tells herself there was no other way. The bell now lies buried beneath the reeds, where its faint toll sometimes comes before storms. Tamsin protects Saz by guiding travelers away from dangerous channels, but she is also trying to return the bell and settle her debt to the dead. Ula wants her to stay alive; the village ferryman, Naran, wants her to stop taking risks; and a newcomer, Yara, has begun asking why Tamsin knows the shrine's hidden entrance.

Role in the story

Ally and marsh guide in the quest "The Bell Beneath the Reeds." Tamsin can lead the party through the wetlands, protect the village from immediate dangers, and reveal the human cost behind the bell's mystery.

“Her mother, Ula, taught her to read water by its smell and the angle of floating leaves.”
From their background
Faction
Saz's marsh village, a loose community of fishers, reed-cutters, and ferrymen. The village is named after the reeds that overrun its banks.

Known connections

Ula, her mother and the village's sharp-eyed keeper of flood marks, worries that Tamsin will follow the bell to her death.
Naran, the ferryman, is an old friend who resents being asked to ferry her into danger without being told why.
Yara, a persistent young shrine-seeker, has found a fragment of the old expedition's map.
Major secret · GM only
Minor secrets · GM only

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