Skip to content
CreatePricing

Sable Marr

Human · Unclassed agent, custom low-threat NPC · Level 0

Sable Marr

Caravan scout and covert infiltrator
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Their voice has a dry, slightly rasped edge from years of talking over road noise and canvas snapping in the wind. Consonants land cleanly, and the ends of sentences tend to stop rather than trail away. The name Sable Marr is spoken with two crisp beats, like a pair of taps on a workbench.

Sable speaks in compact, practical sentences, with the clipped rhythm of someone used to giving instructions over wagon noise. Their word choices come from repair work and travel: seams, weight, slack, weather, and what can be carried. They rarely embellish a claim, but use precise details to make a lie sound like ordinary logistics.

Speech patterns

Asks questions framed as small practical concerns: who carries the key, who watches the horses, who knows the route.
Uses plain, workaday comparisons drawn from stitching, load balance, and weather.
When challenged, answers the literal question and leaves out the useful part.
Under pressure, gives short instructions with specific verbs rather than making threats.

How to play them

Sable initially presents as a useful traveler and asks modest questions while offering practical assistance. They watch how the group organizes itself, then create confusion only when they have a plausible route to the focus. If confronted before acting, they feign indignation or claim to have mistaken the item for ordinary cargo. If exposed, they bargain for a clean escape rather than fight to the death.

Goal

Take or disable the sealed stabilization focus and report how quickly the caravan's allies respond, then leave before the encounter becomes a fight.

Motivation

Sable wants enough standing within the Tribunal to choose assignments and keep their family financially safe, while privately trying to learn whether the Tribunal's tests prevent disasters or manufacture them.

Secret · GM only

Appearance

Sable has the compact, balanced build of someone used to slipping between loaded wagons and crowded tables. Their dark hair is cut blunt at the jaw and usually tucked behind one ear. Their clothes are serviceable but oddly ill-fitting: a travel coat hangs too long in front and rides high at the wrists, with careful patches that match the cloth almost too well. The unmistakable exception is a small, immaculate brass thimble worn on a cord at the throat, polished bright enough to catch the light. Sable stands close to people when listening, then makes room so abruptly that others feel they have been dismissed. Their steps are soft but not furtive, as if they belong wherever they happen to be.

Clothing

A faded brown travel coat with a front hem longer than its back, close-fitting trousers, soft-soled boots, and a plain scarf that can cover the lower face. The coat's many repairs are neat and carefully matched. A brass thimble on a cord is the only item Sable keeps conspicuously clean.

Body language

Sable leans in when someone speaks, shoulders angled as if making room for them, and watches their hands more than their face. When a decision is made, they pivot cleanly and leave without the customary pause. Their fingers worry the polished thimble only when someone mentions family.

Height
5 feet 6 inches
Build
Compact, wiry, and balanced, with strong forearms from years of canvas and harness work.
Eyes
Dark hazel
Hair
Near-black brown
Skin
Olive-brown, weathered from years on the road
Age
Thirty-four
Gender
Nonbinary
Size
Medium

Distinguishing features

Wears a bright, carefully polished brass thimble on a cord, despite otherwise dressing like a low-paid traveler.
Their coat is conspicuously too long in front and short at the wrists, with nearly invisible repairs.
Sable takes up close conversational space, then withdraws in one abrupt, practiced step.

Personality

12 traits and drives

Sable is attentive and practically generous when someone is doing difficult work, yet coolly calculating about what that work reveals. They can be patient with a frightened animal and ruthless about exploiting a guard's distraction. When relaxed, they trade dry jokes and listen closely; when a plan begins to unravel, they stop joking and become brisk, focused, and willing to abandon anyone who is not part of the objective.

Alignment
Neutral evil

Quirks

Tests a cup's handle with one finger before drinking, even when the cup is clearly sturdy.
Refolds any scrap of paper into a tiny rectangle before putting it away.
Counts three silent beats after a door closes, then looks toward the nearest window.
Uses the thimble as a pointer when explaining a plan, though they never put it on.

Habits

Counts doors, windows, and people when entering a room, but disguises the habit by greeting the staff.
Tests whether a latch is secure with the side of one finger rather than pulling it.
Offers practical help before asking a question, especially when trying to learn who is responsible for a task.
If the focus is out of reach, shifts immediately from theft to staged confusion rather than escalating into a direct fight.

Traits · 3

Helpful in immediate, concrete ways, but reluctant to offer comfort they cannot measure.
Distrusts grand promises while readily trusting a well-made tool.
Can admit a mistake quickly in private, but will defend a bad decision in front of an audience.

Flaws · 3

Treats people and safeguards as systems to be tested, even when the test could put them in danger.
Underestimates how personally others take violations of trust.
Can hesitate when an opportunity resembles the moment their family lost its place on the road.

Fears · 3

Being forced to choose between completing an assignment and protecting their mother or brother.
Discovering that the Tribunal's tests are meant to cause the very disaster they claim to prevent.
Being trapped beneath a load with no one willing to stop and help.

Wants and needs · 3

Wants to complete the test without anyone being seriously hurt.
Needs to find out whether the Tribunal intends to protect the caravan or exploit its weakness.
Wants their mother and brother to remain financially secure without learning who funds them.

Combat

AC 13 · HP 9 · 30 ft.

Sable avoids a prolonged fight. They use a distraction to create a path to the focus, take it or disable it, and retreat through the least watched exit. If cornered, they throw a dagger to interrupt pursuit, use furniture or crowds for cover, and surrender or flee when the objective is secured.

Sable Marr

Medium humanoid (human), neutral evil
Armor Class13
Hit Points9
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterity
SkillsSleight of HandStealthPerceptionDeceptionInvestigation
SensesPassive Perception 11
Languages
Common,
One regional trade cant used by caravan workers
Custom feature. Crowd Slip. Once per encounter, Sable can move through a space occupied by a willing creature without treating it as difficult terrain.
Custom feature. False Alarm. If Sable creates a sudden distraction, creatures nearby must succeed on a Wisdom (Perception) check to distinguish the real objective from the commotion.

Actions

Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Thrown Dagger. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 5 () piercing damage.
Startling Diversion. Sable knocks over a tray, shouts a convincing warning, or triggers another prepared distraction. Until the end of Sable's next turn, one creature within 30 feet that can hear or see the commotion has disadvantage on its next Wisdom (Perception) check to locate Sable or the sealed stabilization focus. This is a custom nonmagical feature.

Reactions

Slip the Press. When a creature Sable can see moves within 5 feet, Sable may move up to 5 feet without provoking opportunity attacks. Sable must end this movement in a space they can occupy.

Services they sell

Can mend basic travel clothing and harness in a pinch.
Can offer practical advice about caravan packing, load balance, and concealed approaches.

Rewards they can give

The Tribunal assignment note can reveal that the incident was a response-time test.
Recovering the sealed stabilization focus intact may earn the caravan's gratitude.
If captured alive, Sable can identify the Tribunal's interest in testing the caravan's defenses, though they do not know its full purpose.

Equipment

  • Dagger (weapon)A plain, well-balanced blade kept sharp and hidden where it can be reached without reaching across the body.
  • Backup dagger (weapon)A second narrow dagger concealed in the coat lining.
  • Repair and entry tools (tools)A waxed canvas pouch holding a short pick, a narrow wedge, and a twist of wire. These tools are mundane and do not guarantee success at a lock.
  • Brass thimble (keepsake)A small polished brass thimble inherited from Sable's mother.
  • Sealed assignment (document)A folded note with the Tribunal's instructions and a simple timing grid.

Possessions

Two daggers
Repair and entry tools
Polished brass thimble
Tribunal assignment note
Travel rations and a small amount of ordinary coin

Background

Sable grew up repairing harness, coats, and tent canvas for a caravan that measured safety by how quickly it could pack and move. Their mother taught them to notice what people forgot to secure; their older brother Harn taught them that a missed opportunity could cost a whole season's wages. During a winter crossing, a bridge failed beneath the caravan. Sable spent hours beneath a tipped wagon, holding a jammed support in place while others pulled their mother free. Their mother survived, but the delay cost the family its place with the caravan. Sable came to believe that reliable systems were simply fragile things waiting for the right test. The Obsidian Tribunal recruited them for their quick hands and patience, then trained them to assess defenses by provoking a response rather than fighting one. Now Sable has entered the Golden Hart Inn to take or disable the sealed stabilization focus and time how quickly the caravan's allies react. They still send money to their mother, who believes Sable is working as a courier, and Harn has begun asking questions about the Tribunal's sealed instructions.

Role in the story

An antagonist and Obsidian Tribunal infiltrator in Prelude Session 1: Gathering at the Golden Hart Inn. Sable creates a fast-moving test of the caravan's allies by attempting to take or disable the sealed stabilization focus. They aim to escape amid confusion, not win a prolonged fight.

“During a winter crossing, a bridge failed beneath the caravan.”
From their background
Faction
Infiltrator in the Obsidian Tribunal. Sable follows its orders but is not trusted with its wider plans.

Known connections

Harn, Sable's older brother, repairs wagon axles and suspects Sable's work is more dangerous than claimed.
Sable's mother lives in a roadside settlement and receives money from them, unaware of their Tribunal service.
An unnamed Obsidian Tribunal handler expects a precise report on the caravan's response time, not a body count.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Sable Marr into a sheet

A high-res, share-ready sheet you can post or print.