Warden Skarn Threadscale

Level 3 Vault-Kobold Kobold Fighter (Battle Master)

Available with DM subscription
STR
17 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
10
WIS
12 (+1)
CHA
8 (-1)

Defense

Armor Class 18 (Chain mail and shield)
Hit Points 28 (3d10 + 6 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Strength, Constitution
Skills Arcana +2, History +2, Insight +3, Athletics +5, Intimidation +1, Investigation +2

Features

Sage

Background

Skarn’s years of study were spent on lock ledgers, seal diagrams, warning runes, and the history of the vault beneath the market. He gains proficiency in Arcana and History and carries the habits of an archivist who learned that records can be as important as weapons.

Kobold Traits

Species

Skarn is a Small kobold with Darkvision and a fierce sense of caution. He is adapted to tight tunnels, vault corridors, and dim storage chambers, and he relies on discipline, quick teamwork, and careful footing to survive the dangers beneath the market.

Maneuvers

Subclass Level 3
when Superiority Dice are available

Skarn knows three maneuvers: Goading Attack, Parry, and Trip Attack. He uses them to hold chokepoints, draw attention away from allies, and knock enemies prone in narrow vault passages.

Fighter

Class Level 1

Skarn is trained in martial combat, armor, shields, and weapons. He has a Fighting Style, Second Wind, and the ability to wear battle gear while holding a line against intruders.

Battle Master

Subclass Level 3

Skarn uses combat maneuvers and superiority dice to control the field, protect allies, and punish reckless enemies.

Combat Superiority

Subclass Level 3
4 superiority dice per short rest

Skarn has 4 Superiority Dice, each a d8. He uses them for maneuver attacks and tactical control.

Action Surge

Class Level 2
1/short rest

On his turn, Skarn can take one additional action, except the Magic action.

Second Wind

Class Level 1
1/short rest

As a Bonus Action, Skarn regains 1d10 + 3 hit points.

Fighting Style: Defense

Class Level 1

While wearing armor, Skarn gains a +1 bonus to AC.

Character Information

Warden Skarn Threadscale is the kind of guardian who has spent so long holding a door shut that he has started to measure his life by what stays inside. He serves in the Basement Vault of Final Price, where old seals, dangerous returns, and the market’s deepest secrets are stored behind iron, ink, and ritual. Skarn is blunt in speech, practical in habit, and unromantic about nearly everything except duty. He does not waste words, but he does waste none of his attention either; he notices when a chain is loose, when a lamp burns wrong, and when a bargain sounds too clean to be honest.

Skarn’s loyalty is real, but it has been tested by years of maintenance, shortages, false reports, and quiet sabotage. He knows the market above the vault depends on trust, and he has watched that trust fray. He is not a dreamer, and he is not easily comforted by speeches about freedom or profit. What matters to him is whether the seal holds, whether the workers get home, and whether panic spreads through the aisles. That said, his desperation is growing. He has begun to understand that rigid obedience may be exactly what the saboteur is counting on. If he wants to save the market, he may need to do the one thing he dislikes most: trust outsiders with a problem that should have stayed locked away.

Character Background

Skarn Threadscale was hatched in the underworks of the market, in a warm little niche between a steam pipe and a storage wall where the light was always dim and the floor always dusty. He grew up among runners, tally-keepers, and maintenance crews who treated survival as a craft. In the kobold tunnels, every label mattered. Every key had a home. Every corridor had a purpose. If something moved without being logged, it was either a problem or a predator. That was the world Skarn learned first: not the marketplace above, all lantern glow and cheerful bargains, but the strict, practical order that kept the whole place from eating itself.

As a hatchling, Skarn was small even for a kobold and too serious for his own good. While other young workers ran messages or played among the cart lanes, he watched the older wardens maintain the vault seals and asked why each bell was tied to a different lock. He had a patience for repetition that made him useful, and an instinct for noticing what was wrong that made him trusted. A cracked rune, a mismatched seal, a ledger line written in the wrong hand—he noticed all of it. He did not become a scholar in the academic sense, but he learned enough to read old diagrams, seal-cant, and archive notes. The market’s history became his own private map of what had gone wrong before and how it might go wrong again.

The first time Skarn was posted to the Basement Vault of Final Price, he expected a glorified storage room. Instead, he found a living machine of seals, chains, wards, and old promises. The vault did not merely hold objects; it held consequences. Dangerous returns, irredeemable bargains, and objects too odd or too cursed to remain in the public market all passed through its iron doors. Skarn took to the work with grim determination. He patched armor with his own hands, memorized the bell sequence, and learned which old lock needed grease before it needed force. Over time, he became one of the few wardens who could tell the difference between a routine rattle and a warning in the walls.

The gnomes above learned to respect him, if not always to like him. He was too direct for their tastes, too suspicious of improvisation, and too likely to ask for a receipt when they asked him to ignore procedure. But he always showed up when a breach alarm sounded, and he always tried to keep the workers safe before thinking about paperwork. The kobolds beneath the market trusted him because he was one of them: practical, tired, and unwilling to pretend that a bad system becomes good just because it is old. He served as a bridge between the warring instincts of the market—innovation and caution, clutter and order, sale and salvage.

Then the black tags began appearing. Goods that should have gone to quarantine instead drifted downward. Lamps went missing. Cages were relabeled. A few records disappeared and returned with the edges neatly trimmed, as if somebody had edited reality with a ledger knife. Skarn at first blamed incompetence. Then he blamed lazy workers. Then he started blaming himself. He had the authority to open the vault routes and the knowledge to recognize tampering, yet he could not catch the culprit. Every correction he made seemed to be answered by another quiet adjustment elsewhere. The market did not break all at once. It frayed. That was worse.

Skarn’s bluntness sharpened as the pressure rose. He began snapping at people who spoke too loosely, not because he enjoyed cruelty but because panic felt like a fire that would spread faster than any thief. He learned to keep his fear hidden behind impatience. The vault had become his whole life, and now it was beginning to feel like a trap disguised as a job. He had to confront the unpleasant possibility that the old seals he had devoted himself to were not sacred protections, but temporary solutions that only worked while enough people believed in them. That realization did not break him. It made him angry, which for Skarn was often the first stage of courage.

He does have ideals, though he would deny it if asked. He believes people should know the truth about the dangers they live beside. He believes labor deserves respect, and that workers should not be sacrificed to preserve appearances. He believes a lock is only as honorable as the reason it exists. His flaw is that he can mistake endurance for wisdom. He can keep going long after a better person would ask for help. He also carries a private shame: when panic seems imminent, his first instinct is to lock everything down, even if that means others lose freedom they need. He worries that under stress he becomes exactly what he hates—a gatekeeper who values control over people.

That is why the party matters to him. Outsiders are dangerous, yes, but they are not already trapped in the market’s habits. They can ask the rude questions, follow the ugly clues, and challenge the assumptions Skarn has lived with for years. If they swear to keep the market from collapsing into panic, he will help them. Not because he is soft, but because he understands the cost of a controlled disaster versus a public one. He wants the vault safe, but he is starting to understand that safety without trust is just a prettier cage.

If Skarn survives the sabotage and the final descent into the Price Engine, he may become something more than a warden. He may become the person who decides that a seal is not holy simply because it is old, and that loyalty means protecting the living market, not the paperwork that used to define it. For a kobold raised beneath a trading labyrinth of gnomes and runners, that is as close to revolution as he can imagine.

Unresolved Plots

  • Several ancient seals in the Basement Vault hum when certain black tags are nearby, but Skarn has never been able to prove whether the tags are the cause or the symptom. He wants the party to help him trace the pattern without forcing a public lockdown that would terrify the vendors above.
  • A maintenance stair behind the underworks has been re-routed at least twice, and Skarn suspects someone with legal access has been using his own authority against him. The trail is old, hidden, and maddeningly clean.
  • Skarn once saw a ledger page that named the wrong creature as the vault’s responsible warden, and he has never learned whether it was a clerical error, a forgery, or a warning. The answer could change who really owns the vault.
  • One of the old seal bells answers to a voice Skarn does not recognize. Every time he hears it, he remembers an incident he refuses to discuss, which suggests the vault may already have a deeper lock problem than anyone admits.
  • He owes a debt to a runner who vanished after claiming the vault could be opened without breaking the seals. Skarn does not know whether the runner was bribed, captured, or proven right, but the missing kobold still haunts his decisions.

Secrets

  • Skarn has a spare master key hidden inside a patched section of his armor, but he has not told the other wardens because he fears it would be copied or stolen.
  • He once delayed a full alarm for several minutes to avoid triggering panic during a false breach, and he still worries that the delay may have let sabotage spread farther than it should have.
  • Skarn can read some of the older seal marks by touch alone, but he pretends this is just routine experience because he does not like being treated as a relic.

Fears

  • A public panic in the market that causes the gnomes and kobolds to blame each other.
  • The vault opening without proper seals and releasing something worse than the current sabotage.
  • Being remembered as the warden who knew too much and acted too late.

Aspirations

  • Keep the market open without turning it into a prison.
  • Earn enough trust to make the gnomes and kobolds work from the same truth.
  • Leave behind a vault system that protects people, not just property.

QUEST -- Seal the Deep Hatches

Skarn has spent years maintaining old seals in the Basement Vault of Final Price, but several of the older hatches no longer respond to his keys, his ward-chalk, or the bell sequence he was taught by the previous generation of wardens. He believes the damage is not only mechanical but social: somebody has been ignoring procedure, rerouting inventory, and treating the vault like a convenient dumping ground. This quest is about restoring the vault’s integrity before panic spreads through the market above. Skarn wants proof, not rumors, and he wants the party to help him reopen the right passages while keeping the wrong ones shut. The deeper he goes, the more he must face whether loyalty to the system is still loyalty to the people inside it. The quest matters because it moves him from a rigid guardian to a protector willing to change the rules if the rules have been poisoned.

Current Stage

Inspect the oldest seals, identify which ones were tampered with, and determine whether the damage came from neglect, sabotage, or the Price Engine reacting to corrupted tags.

Choice

Reinforce the original seal network and keep the vault on strict lockdown.

If Skarn chooses preservation over flexibility, he earns the trust of conservative ward-keepers and the fear of smugglers. The vault becomes harder to breach, but panic elsewhere in the market may grow because trade lanes remain restricted. Skarn becomes respected as a hardliner, yet more isolated from vendors who need practical access.
Alternative

Open one sealed route to expose the sabotage trail, even if it risks a breach.

If Skarn lets the party use a forbidden route, he puts trust above procedure and risks blame from the archivists and tally-keepers. The market gains a direct path to evidence, but the opening can create fear if word spreads. Skarn begins to see that a perfect seal can become a perfect lie.
Mechanical Rewards
  • Permanent access to one hidden vault route or maintenance key held by the wardens.
  • A +1 bonus to one market or vault-related check category, chosen between Investigation, Intimidation, or Athletics.
  • One maneuver may be swapped after the campaign’s final act to reflect Skarn’s changed outlook.
  • If the party upholds their promise, Skarn can serve as a loyal stronghold ally and provide tactical support in the underworks.
Narrative Rewards
  • Skarn’s trust can open the Basement Vault without triggering all of its alarms.
  • The kobold tunnel network becomes available as a protected route for the party.
  • He may publicly endorse the party to both gnome and kobold factions, reducing suspicion and panic.
  • He can point the party toward older records that explain the Price Engine and the seals beneath it.

Major Decision

Context

The first time Skarn realizes the sabotage is coming from within the market, not from outside raiders.

Choice Made

Should he expose the failure of the vault system immediately, or quietly patch it while searching for proof?

Impact

Exposing it creates alarm but may prevent a worse breach. Keeping it quiet preserves order but risks deeper corruption. Mechanically, this choice shapes whether Skarn becomes better at rallying allies or better at covertly securing routes.

Major Decision

Context

The party reaches the hidden stair and the vault guardians test them.

Choice Made

Should Skarn let outsiders into the deepest seal chamber, or bar them until he can verify their intent?

Impact

Trusting the party expands his world and gives them access to critical secrets. Refusing them keeps the vault safe for a little longer but may let the villain act first. Mechanically, this can determine whether Skarn gains a cooperative tactical benefit or a defensive bonus.

Major Decision

Context

The final confrontation with the Price Engine and the Ledgerfiend.

Choice Made

Should he preserve the market’s old structure, reshape it, or help end it?

Impact

This decision determines whether Skarn remains a keeper of inherited order or becomes a reformer who breaks dangerous traditions. It also decides which of his combat tools become permanent and how the kobold and gnome factions remember him.

Transformative Moment

Trigger

A worker is almost crushed by a misrouted shelf and Skarn chooses to save them instead of preserving a seal line.

Transformation

For the first time, Skarn values lives over perfect procedure. His view of duty shifts from protecting the system to protecting the people inside it.

Mechanical Changes

Second Wind

Can be used to stabilize or protect an adjacent ally in a narrow passage as part of the same Bonus Action once per long rest.

He learns to make his own endurance serve someone else, not just himself.

Transformative Moment

Trigger

Skarn discovers that one of the old vault protocols was used to hide black-tagged inventory and route cursed goods below the market.

Transformation

He stops assuming that tradition equals wisdom. His command style becomes more flexible, and he begins listening to those who work the tunnels rather than just those who keep the ledgers.

Mechanical Changes

Insight

Becomes a more reliable guard against lies and pressure; gain a permanent +1 bonus to Insight checks in the market.

He has learned to read people, not just seals.
Battle Master maneuvers

One maneuver may be replaced with a more defensive or support-oriented maneuver if the DM allows.

His tactics evolve from pure control into protective leadership.

Transformative Moment

Trigger

The final choice at the Price Engine forces Skarn to choose between comfort and responsibility.

Transformation

He accepts that the vault warden’s job is not to preserve every old rule, but to keep the market alive. Whether the engine survives or not, Skarn becomes a guardian who can bear uncertainty without breaking.

Mechanical Changes

Armor Class

If Skarn allies with the party to restore the market, his AC increases by 1 while defending a warded location.

His confidence and coordination improve in the place he knows best.
Athletics

He gains a permanent +1 bonus to Athletics checks made to hold doors, barricades, or collapsing structures.

He has learned to physically stand in the way of catastrophe when needed.

Ally:
Archivist Pell Sootglass

Relationship Professional ally and reluctant friend
Influence 4/10
Loyalty 7/10

Shared History

Pell and Skarn have known each other for years, usually in the cramped silence of the archive stairs or over badly sorted records. Pell trusted Skarn with the oldest seal diagrams after seeing that he could be harsh without being cruel, and Skarn trusted Pell because the archivist never lied about the state of the vault, even when the truth was embarrassing. They argue constantly about whether a warning should be written in a ledger or shouted in the hallway, but each has repeatedly covered for the other when the market needed discretion. Pell remembers Skarn as one of the few kobolds who treated records like responsibilities rather than bureaucracy, and Skarn remembers Pell as the gnome who always came back with the right key, even when everyone else had given up. Their bond is built on competence first, affection second, and mutual shame about the market’s current condition somewhere underneath both.

Potential Breaking Points

  • Pell may hide a ledger page if he thinks Skarn would seal the vault too quickly.
  • Skarn may choose secrecy over telling Pell about a breach if he fears public panic.

Enemy:
Marrow Quill

Threat Level 5/10
Conflict Type Sabotage, coercion, and infernal bookkeeping

Personal Stakes

Marrow’s black-tag operation threatens the vault Skarn has guarded his entire life. If Marrow succeeds, Skarn becomes the warden who failed the market, and every seal he maintained will be mocked as paper-thin tradition.

Possible Resolutions

  • Expose Marrow’s forged routes and cut off the supply of black tags.
  • Force Marrow into a public confession before the market factions.
  • Use the true ledger to break Marrow’s leverage over the Price Engine.

Faction: The Kobold Swap Meet

Standing 8/10
Influence Controls the underworks, hidden routes, and emergency access beneath the market.

Obligations

  • Keep the vault sealed unless the proper bell sequence is used.
  • Report breaches and suspicious inventory to the tally network.
  • Protect workers before merchandise during a containment failure.

Benefits

  • Tunnel maps and maintenance access
  • Backup in emergencies
  • Knowledge of hidden routes and old locks

Faction: The Gnome Depot

Standing 4/10
Influence Manages public aisles, repair benches, and ward lamps above the underworks.

Obligations

  • Do not cause unnecessary panic in public spaces.
  • Coordinate vault actions with the exchange pavilion when possible.

Benefits

  • Tool support
  • Repair supplies
  • Public endorsement if Skarn vouches for the party

Ready to Unleash Your Character's Full Potential?

Join thousands of players and create rich, detailed character backgrounds with Fable Fiesta!

Register to unlock personal quests, relationships, and narrative hooks!

Sign Up Now - It's Free!

No credit card required. Start creating in minutes!