Tarn Coiltooth

Level 3 Kobold Rogue (Thief)

Available with DM subscription
STR
8 (-1)
DEX
17 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
10

Defense

Armor Class 14 (Studded leather)
Hit Points 24 (3d8+3 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Dexterity, Intelligence
Skills Insight +3, Stealth +5, Athletics +1, Perception +3, Investigation +3, Sleight of hand +5

Features

Fast Hands

Subclass Level 3
at will

You can take the Utilize action as a Bonus Action. In addition, you can take the Magic action with an item as a Bonus Action if that item has the Thrown property, or if it is an object that can be used quickly and practically in a scramble. Tarn uses this to spring traps, toss tools, and snatch useful gear in the middle of a run.

Sneak Attack

Class Level 1
once per turn

Once per turn, you deal extra damage to one creature you hit with an attack using a finesse or ranged weapon if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you don’t have disadvantage on the attack roll. Tarn’s Sneak Attack deals an extra 2d6 damage.

Alert

Background feat

You gain Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Immediately after you roll Initiative, you can swap your Initiative with a willing ally in the same combat, as long as neither of you is Incapacitated.

Second-Story Work

Subclass Level 3

Climbing no longer costs you extra movement, and you have a climb speed equal to your walking speed while you aren’t wearing heavy armor. In addition, your jumping distance is increased by a number of feet equal to your Dexterity modifier.

Rogue Expertise

Class Level 1

Choose two of your skill proficiencies. For any ability check you make that uses either chosen skill, your Proficiency Bonus is doubled. Tarn’s expertise applies to Stealth and Investigation.

Darkvision

Species

You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.

Criminal Contact

Background

You have a reliable contact in the underworks, a runner, fence, or tally-keeper who can deliver messages, find routes, or quietly spread a rumor for Tarn.

Draconic Sorcery

Species

You know the Draconic language. You have a kobold’s instinct for tight spaces, hidden routes, and the smell of danger before it becomes visible.

Thief

Subclass Level 3

Tarn’s training emphasizes speed, improvisation, and moving through dangerous spaces while others are still deciding what to do.

Tool Proficiency: Thieves' Tools

Background

You are proficient with thieves' tools, letting you pick locks, disarm traps, and improvise with mechanisms under pressure.

Thieves' Cant

Class Level 1

You know the secret signs and code words used by thieves, smugglers, and runners to hide messages in plain sight.

Cunning Action

Class Level 2
at will

On each of your turns, you can take the Dash, Disengage, or Hide action as a Bonus Action.

Character Information

Tarn Coiltooth is a kobold salvage runner who survives by moving faster than trouble and reading a route before anyone else notices it exists. Tarn works the Front Aisles of the Bazaar of Misplaced Things as a guide, courier, and emergency runner, the sort of person the market forgets is important until a lift jams, a crate collapses, or someone vanishes below the stalls. Tarn is not interested in grand speeches, elegant bargaining, or being admired from a safe distance. If there is a job to do, Tarn wants the tools in hand and the path open. If there is someone trapped, Tarn wants them out before the argument over responsibility begins.

That directness has made Tarn valuable and occasionally difficult. Tarn knows the service tunnels, the maintenance hatches, the back routes, and the habits of both gnome fixers and kobold wardens. Tarn also knows that the market runs on trust, and trust can be broken faster than a cart wheel on bad stone. Tarn’s scarred tail is proof that the bazaar can bite back when a shortcut goes wrong, but it is also a reminder that surviving the market means learning from the damage instead of pretending it never happened.

In the campaign, Tarn becomes a guide with a sharper purpose: leading the party through the underworks only if they prove they care about the trapped runners below. Tarn’s loyalty is earned through action, not flattery. Once earned, Tarn becomes the sort of ally who will get the party where they need to go, point out the trap no one else saw, and keep moving even when the route gets ugly.

Character Background

Tarn Coiltooth was hatched in a narrow storage niche near a freight lift, under a ceiling of pipes that sweated in the dark and rattled whenever the market shifted its shelves. The first sounds Tarn remembers are not lullabies but the clatter of wheels, the snap of clipped tags, and the sharp voices of workers calling out inventory numbers to one another. Tarn grew up in the hidden spine of the bazaar, where the clean public aisles gave way to service ladders, repair chutes, crawlspaces, and the long tunnel veins that keep the whole strange market alive. While other hatchlings were kept close to the tally desks or taught to sort bolts and cloth scraps, Tarn was always slipping away to watch the runners come and go. The runners moved like they understood a secret language no one bothered to write down: a tug on a hood, two taps on a pipe, a chalk mark on a crate, and suddenly a whole route appeared in their heads.

Tarn learned early that the underworks were full of two kinds of people: those who planned every step and still got trapped, and those who trusted their feet to make up for the lack of planning. Tarn belonged firmly to the second kind. That did not mean careless. It meant practical. Tarn learned to count doors, listen for lifts before they moved, carry a coil of line, and check a crawlspace before committing body weight to it. If a route looked bad, Tarn found another one. If a job required talking, Tarn did just enough to get back to moving. Tarn’s grin became a kind of armor, an expression that said the problem could be handled if everyone stopped standing in the way. The scar across Tarn’s tail came from a tunnel incident when a maintenance gate dropped too early and pinned Tarn against a bent rail. Tarn got free, but the memory never left; neither did the understanding that the market’s machinery was only friendly when it was maintained by people who cared.

As Tarn grew older, the kobold swap meet started treating Tarn as a runner worth using. Tarn was not the most eloquent courier, but Tarn was reliable. If someone needed a sealed tube moved through the service routes, Tarn did it. If a vendor lost a crate under three carts and a tarp, Tarn found it. If a hidden chute led from the public aisles to the underworks, Tarn probably already knew where it opened and how badly it smelled. Tarn’s reputation came from recovery work: finding lost stock, moving trapped workers, and rescuing things buried under much larger things. That last skill made Tarn useful in the bazaar, where every stall seemed to be stacked on a catastrophe waiting for someone to pry it loose.

The alliance between the gnomes and kobolds gave Tarn a place to belong, but it also taught Tarn how quickly cooperation can slip into suspicion. The gnomes trusted systems, repair logs, and good intentions backed by careful notes. The kobolds trusted routes, survival, and the right to say no to a bad deal. Tarn liked both sides, but liked neither side’s bad habits. Tarn saw gnomes who assumed the tunnels were simple because they had not crawled them, and kobolds who assumed the public aisles were easy because they had not had to keep them open. Tarn became a bridge between those attitudes in the only way Tarn knew how: by going where others hesitated and bringing back proof.

The trouble that shapes Tarn’s current life began when runners started disappearing on ordinary jobs. Not dramatic disappearances, at least not at first. A delayed message. A route mark erased. A freight tube returned empty. Then came the black iron tags, the strange labels that seemed to send inventory where it should never go. Tarn noticed because Tarn notices the weight of a crate on a bad wheel and the smell of oil on a door hinge. The tags were wrong. The routes were wrong. The silence where runners should have been talking was wrong. Tarn started following the trail with increasing irritation and a growing sense that the market was not simply losing stock; it was being rewired.

That is why Tarn prefers action to discussion. Discussion has its place, but discussion does not pull a frightened courier out of a tunnel before the air runs out. Discussion does not stop a cart from rolling over a trapped worker. Discussion does not tell you who put the wrong tag on a crate. Tarn’s philosophy is simple: get there, assess the route, move fast, and bring back what can still be saved. Yet the bazaar is teaching Tarn something harder. Speed matters, but so does deciding what is worth risking speed for. Tarn is not becoming a softer person or some hidden genius waiting to bloom. Tarn is becoming a more complete one: a runner who can read danger, a guide who can make choices for other people’s survival, and a kobold who understands that the market is only as strong as the people willing to carry each other through the dark.

At the table, Tarn fits best as a guide NPC who can lead the party through service tunnels if they earn the trust that comes from helping trapped runners first. Tarn’s loyalty is to the people under the market, the workers who keep the bazaar from collapsing into pure greed and panic. Tarn does not want to be a hero, but the campaign keeps handing Tarn reasons to become one anyway. Over time, Tarn can grow from a competent salvage runner into a true protector of the underworks, someone whose practical grin hides a very clear moral line: if the route endangers the helpless, the route is wrong.

Unresolved Plots

  • A runner Tarn once trained never came back from a black-tag route, and Tarn still does not know whether that runner was bribed, captured, or sacrificed to the sabotage network.
  • The scar on Tarn’s tail came from a tunnel incident involving a collapsing lift and a locked emergency bolt, but Tarn suspects the accident was not accidental.
  • Someone in the market has been signing Tarn’s route marks with a counterfeit runner seal, implying that Tarn’s name is being used to move illegal stock.
  • A small but important ledger page vanished after Tarn saw it, and the page may contain proof that a respected worker was blackmailed into helping the saboteur.
  • Tarn heard the whisper of a hidden elevator below the market and knows it connects to the deeper vault, but has not yet proven who is using it or why.

Secrets

  • Tarn has a private map of three tunnel junctions that do not appear on public plans, because they were marked by runners who disappeared years ago.
  • Tarn once accepted a payment in the form of a favor-note instead of coin, and the note may now be worth something dangerous if the wrong person learns about it.
  • Tarn recognizes black iron inventory marks by scent as well as sight, because they were present during an old tunnel incident that involved cursed salvage and bad air.

Fears

  • Being trapped underground again while others have to choose between saving Tarn and saving the route.
  • Becoming the kind of runner who only brings back news of loss instead of people.
  • The bazaar deciding that a practical tool is more valuable than the hands that know how to use it.

Aspirations

  • To become the runner everyone trusts when the market is falling apart.
  • To prove that action and loyalty matter more than polished speeches.
  • To map the service tunnels so well that no trapped worker ever has to wait for help in the dark again.

QUEST -- Find the Trapped Runners

Tarn’s first priority is rescuing the runners and tunnel hands who vanished while moving stock through the service routes. The missing runners know too much, and Tarn knows the underworks are not forgiving to anyone who gets cornered by a jammed lift, a collapsing shelf tunnel, or a bad bargain. Tarn will not call this a noble mission, but it is personal. Every runner in the network understands the same thing: if one of you gets left behind, the market eventually stops trusting all of you. This quest drags Tarn deeper into the hidden machinery of the bazaar, forcing them to choose between speed and caution, and between saving people now or chasing the saboteur’s trail before it goes cold.

Current Stage

Track the missing runners by following chalk marks, dropped tags, and tunnel code scratched into pipe walls. Tarn can identify the safest route, but it may pass through a live freight lane or a cursed return cage.

Choice

Take the fastest route through a maintenance crawlspace.

Tarn gets the party to the runners quickly, but the crawlspace is cramped and dangerous, forcing everyone to trust Tarn’s instincts. The runners may be found before they are moved or silenced, which gives the party witnesses and a stronger grip on the tunnel mystery.
Alternative

Search the longer route for evidence first.

The party may learn who captured or bribed the runners, but every delay increases the odds that the runners are relocated or frightened into silence. Tarn respects caution less than action, but still appreciates not walking blindly into a trap.
Mechanical Rewards
  • Tarn gains a permanent +1 bonus to initiative checks made in the underworks or other cramped terrain.
  • Once per long rest, Tarn can grant the party a shortcut: one ally gains advantage on a check to navigate tunnels, crawlspaces, or service routes.
  • If the quest is completed without losing any runner, Tarn’s Sneak Attack damage increases to 3d6 for the rest of the campaign as a story reward, representing better gear and sharpened confidence.
Narrative Rewards
  • A runner network contact who can quietly move messages through the market.
  • Access to hidden service routes beneath the bazaar.
  • Respect from kobold tunnel wardens and a better welcome from cautious gnome fixers.

QUEST -- Expose the Black-Tag Route

Tarn has seen enough stolen goods to know the market’s problems are not random. Someone is using black iron tags to reroute items below quarantine and into the vault paths. Tarn wants proof, not theories. This quest ties Tarn directly to the larger sabotage plot and forces them to decide whether they care more about catching the culprit or keeping the market functioning while the culprit is exposed. The result can change Tarn from a practical guide into an active resistance runner, trusted by both the gnomes and the kobolds if they can prove the route is real.

Current Stage

Follow the tags, receipts, and mislabeled crates to find the hidden freight path. Tarn can identify where the routes were altered, but doing so may reveal that someone with legitimate access was involved.

Choice

Mark the route publicly and warn the market.

The bazaar becomes safer faster, but the saboteur learns the party is onto them. Tarn likes the honesty of this choice, though it increases immediate risk.
Alternative

Keep the route secret and use it as bait.

The party can trap a lieutenant or observe who uses the path, but the route remains dangerous for a little longer. Tarn approves of the hunt, even if it leaves a few people uneasy.
Mechanical Rewards
  • Tarn gains a one-time bonus route: once per long rest, Tarn and adjacent allies can ignore difficult terrain caused by clutter, carts, or maintenance debris for 1 minute.
  • If the party proves the route, Tarn gains proficiency with one additional tool chosen by the DM from among artisan’s tools, navigator’s tools, or thieves’ tools.
  • Tarn’s guides become more reliable: when Tarn leads the party through a known tunnel network, the party cannot become lost by nonmagical means.
Narrative Rewards
  • Access to sealed route maps and maintenance codes.
  • Faction leverage with the kobold tunnel wardens and/or gnome clerks.
  • A clearer public role for Tarn as a trusted guide rather than a suspicious runner.

QUEST -- Claim the Tunnel Oath

Tarn has a scarred tail, a practical grin, and a reputation for getting things done. But reputation is not the same as leadership. This quest pushes Tarn into a position where other runners and workers start following their example, especially when the service tunnels become unstable and frightened people need someone to make a quick call. Tarn must decide whether they want to remain a solo salvage runner or become someone others can rely on when the market starts collapsing into panic. The quest gives Tarn a stronger sense of identity and can reshape how they operate in the final act of the campaign.

Current Stage

Choose whether to swear protection over the runner network, or stay unofficial and purely freelance. The oath is not ceremonial fluff; in the bazaar, a promise can matter almost as much as a lockpick.

Choice

Swear to protect the runners and tunnels.

Tarn becomes a recognized protector of the underworks. More runners are willing to help, but Tarn also inherits obligations and emergencies they cannot ignore.
Alternative

Refuse the oath and keep freedom above duty.

Tarn remains independent and harder to pin down, which suits them well. Some runners admire the honesty; others think Tarn is avoiding responsibility. That tension can become a story engine all its own.
Mechanical Rewards
  • Tarn gains a permanent +1 bonus to initiative when in underground, crowded, or confined environments.
  • Once per long rest, Tarn can let one ally move up to half their speed without provoking opportunity attacks, representing a practiced tunnel dash and shouted timing cue.
  • If Tarn completes the oath path, their climb speed becomes equal to walking speed whenever they are not wearing heavy armor, reflecting improved tunnel training.
Narrative Rewards
  • Runner captains and tunnel wardens treat Tarn as a reliable contact.
  • Tarn gains a clearer place in the market’s hidden social order.
  • The party gains a guide who can safely get them where the paperwork says they should not go.

Major Decision

Context

When the party first asks for a route into the service tunnels, Tarn must decide whether to charge ahead immediately or stop to explain the hazards and ask questions about who is trapped below.

Choice Made

Lead first, explain later.

Impact

Tarn gets the party moving quickly and can avoid losing the trail, but their allies may see them as impatient or hard to work with. Mechanically, Tarn gains a small bonus to travel and pursuit scenes, but may suffer disadvantage on one early social check if they ignore a careful plan.

Major Decision

Context

When the black-tag route is discovered, Tarn must decide whether to expose the route openly to protect everyone or use it as bait to catch the saboteur.

Choice Made

Protect the market or set a trap.

Impact

Choosing protection strengthens trust with merchants and workers, while choosing bait grants a stronger tactical advantage. Either choice permanently changes Tarn’s standing with at least one faction and alters the way a later underworks scene begins.

Major Decision

Context

Near the vault approach, Tarn must choose whether to keep helping the party as a guide or commit to defending the runners and tunnel system directly.

Choice Made

Remain a guide or become a tunnel defender.

Impact

If Tarn commits to defense, they gain stronger ally support and a protective role in later scenes. If they remain a guide, they keep mobility and secrecy, but some workers may view them as unwilling to stand for the whole network.

Transformative Moment

Trigger

Tarn finds a trapped runner who is alive only because someone slower stayed behind to hold a bolt-shut door.

Transformation

Tarn realizes that being useful is not the same as being alone. Their idea of success shifts from finding the quickest path to making sure people survive the path with them.

Mechanical Changes

allied support

Gain a runner contact network that can provide one safe route or distraction per long rest.

Tarn becomes known as someone who brings people back, not just information.
emotional resolve

Advantage on checks to resist fear or hesitation while leading others through danger.

Tarn stops second-guessing their role when lives are on the line.

Transformative Moment

Trigger

The party proves that the black iron tags route goods into the vault through legitimate-looking paperwork.

Transformation

Tarn’s practical worldview deepens. They stop assuming the system is broken by accident and begin treating bureaucracy itself as a weapon someone is using.

Mechanical Changes

investigation

Permanent narrative edge on clue trails involving labels, ledgers, or routed inventory.

Tarn learns to read the bazaar like a machine with a bad gear in it.
tool use

Tarn becomes exceptionally effective with thieves' tools and improvised maintenance gear in the underworks.

They adapt to the market’s hidden infrastructure instead of just surviving it.

Transformative Moment

Trigger

Tarn is forced to choose between saving a tunnel route or saving people trapped inside it during a collapse or breach.

Transformation

Tarn accepts that the market’s real value is not the stock, the ledgers, or the shiny tricks; it is the people who keep it alive. They become less cynical and more willing to stand for others, without losing their blunt edge.

Mechanical Changes

leadership

Once per long rest, Tarn can grant one ally movement without provoking opportunity attacks after Tarn takes the Dash action or uses a shortcut.

Tarn becomes a better guide under pressure.
combat mobility

If Tarn is not wearing heavy armor, climbing no longer costs extra movement and Tarn can move through cramped underworks without penalty at the DM’s discretion.

The tunnels teach Tarn to move like part of the market itself.

Ally:
Pip Whistlewick

Relationship Workmate and occasional handler
Influence 7/10
Loyalty 8/10

Shared History

Pip has trusted Tarn with more freight paths than he has trusted almost anyone outside the main ledger room. Their working relationship is built on speed, short warnings, and a shared dislike of wasting time on arguments that can be settled by doing the job. Tarn respects Pip’s ability to stay cheerful while everyone else is panicking, and Pip respects Tarn because Tarn comes back with people, not just crates. The two have likely spent many late shifts hauling recovered stock, clearing jammed lanes, and improvising repairs while arguing about whether a shortcut counts as a route if it is technically a crawlspace. Pip often asks Tarn to handle the jobs no one else wants to touch.

Potential Breaking Points

  • Pip may withhold a route if he thinks Tarn is rushing into danger without a rescue plan.
  • If a choice comes down to market policy versus a trapped runner, Pip may choose the market first and expect Tarn to understand.

Ally:
Vex of the Bent Nail

Relationship Rival runner and competitive nuisance
Influence 4/10
Loyalty 3/10

Shared History

Vex is the kind of rival who turns every rescue into a contest and every shortcut into a moral debate about who arrived first. Tarn and Vex know each other from the same tunnel runs and the same salvage jobs, which means they also know each other’s habits well enough to be irritating on purpose. Vex thinks Tarn relies too much on instinct and not enough on proper reporting. Tarn thinks Vex talks too much when a chain bolt would be faster. Despite the friction, Vex has saved Tarn twice from bad collapses, and Tarn has returned the favor once by dragging Vex out of a flooded access trench. Their rivalry is real, but so is the debt beneath it.

Potential Breaking Points

  • Vex might cut a deal with the wrong buyer if convinced Tarn is hiding something major.
  • If Tarn embarrasses Vex in front of the tunnel crews, the rivalry could tip into sabotage before it tips back into respect.

Enemy:
Marrow Quill

Threat Level 8/10
Conflict Type Sabotage, debt manipulation, and market corruption

Personal Stakes

Marrow’s black-tag network has made Tarn’s work more dangerous and has likely put runners, couriers, and tunnel staff at risk. Tarn sees Marrow as the kind of threat that does not just steal goods; it steals trust and makes every route suspect.

Possible Resolutions

  • Expose Marrow’s route network and turn the market against them.
  • Intercept their supply line through the underworks and cut off the black tags.
  • Force a public bargain that reveals their patron and breaks their cover.

Faction: The Kobold Swap Meet

Standing 8/10
Influence Tunnel access, runner routes, underworks discipline, and emergency maintenance pathways

Obligations

  • Keep the hidden routes secret from thieves and blackmailers.
  • Respond quickly when trapped runners or workers need extraction.
  • Report suspicious tags or rerouted inventory to the tally network.

Benefits

  • Safe passage through the service tunnels when Tarn is in good standing.
  • Backup from kobold wardens during underworks emergencies.
  • Access to route marks, shortcut maps, and repair stations.

Faction: The Gnome Depot

Standing 5/10
Influence Public aisles, repair yards, market tokens, and vendor trust

Obligations

  • Avoid causing panic on the main aisles.
  • Return marked salvage or at least account for it.
  • Respect public ward systems and inventory rules when possible.

Benefits

  • Trade credit, repair help, and occasional access to useful tools.
  • Ability to ask for help from gnome fixers if Tarn keeps the situation practical.
  • Official access passes when Tarn proves the party is helping keep the market open.

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