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Tue Nov 12th, 2019 @ 4:13am

Level 1 Yurtidie Spunkbottom

Name Yurtidie "Nibblyduck" Spunkbottom

Position Player Characters

Rank Level 1

Character Information

Gender Female
Race Forest Gnome
Class(es) Druid
Level(s) 1
Background Sage
Age 42

Physical Appearance

Height 3'1"
Weight 32lbs
Skin Caramel
Hair Color Natural: Straw, Dyed: Lavender
Eye Color Turquoise
Physical Description Small in almost every sense of the word, Yurtidie stands proud at three feet one inch tall. Her skin is a caramel colour and covered with ink stains, small scars, and random words and drawings she’s scribbled when she runs out of room on her parchment. She has bright turquoise eyes that seem to sparkle when she’s happy and turn dark when she’s angry (which is very rare). Normally her short, messy, hair is straw coloured, but since arriving in Dryad Wood, Yurtidie has taken to dying it lavender using elderberries.

Her nose is slightly crooked from breaking it in her youth when attempting to fly like the ducks she adored. Several small silver hoops dangle from her left ear, all bearing a small bead of a different colour. Around her neck hang a few necklaces, and a couple bracelets dangle from each wrist, all look like a child created them. Her clothes are clean, but appear as though they have been well worn and mended several times.

Inspiration, Proficiency Bonus, Hit Points, AC, Initiative

Proficiency Bonus +2
Armor Class 12
Initiative +1
Speed 25
Hit Point Maximum 9

Proficiencies, Languages, and Equipment

Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Tools: Herbalism kit
Languages Known Languages: Common, Gnomish, Elvish, Sylvan
Equipment Leather armor, a dagger, a scimitar, a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, a disguise kit, a yew wand, a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Treasure and Money 10gp

Attacks and Spells

Attacks and Spellcasting Stats Dagger +3 1d4 +1 piercing, Finesse, light, thrown (range 20/60)

Scimitar +3 1d6 +1 slashing, Finesse, light
Spell Save DC 8+2+2
Spell Attack Bonus 2+2
Cantrips Known Minor Illusion
Produce Flame
1st Level Spells Cure Wounds
Faerie Fire
Detect Poison and Disease


Spouse None
Children None
Father Sapip Treeclimb Spunkbottom
Mother Bananoa Raspberry Spunkbottom
Brother(s) Felybar Leaflizard Spunkbottom (40)
Sister(s) Aridira Ladybug Spunkbottom (41)
Tifakasys Squirrellyrun Spunkbottom (39)
Other Family Pet(s): Red squirrel (missing a pinky toe) named Acorn.

Personality & Traits

General Overview Yurtidie is fun loving, outgoing, and all around pleasant natured. She loves animals of all kinds, most especially small forest animals with whom she can communicate. She also adores colours. She wears something of every colour she can find that is wearable, often making jewelry for herself.
Personality Traits There's nothing I like more than a good mystery.
Ideals No Limits. Nothing should fetter the infinite possibility inherent in all existence.
Bonds I've been searching my whole life for the answer to a certain question.
Flaws Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Personal History Yurtidie is the eldest of four children born to Sapip Treeclimb Spunkbottom and Bananoa Raspberry Spunkbottom. As a child she was often found down at the pond, talking and swimming with the ducks that resided there. If she wasn't in the water, she always had something in her hand that she would nibble on. Both of these habits earned her the nickname Nibblyduck from her mother.

At the age of five, Yurtidie decided to see if she could fly with the ducks because she wanted to spend more time with them during the cooler months when they flew away. This turned out to be strapping leaves to her arms to mimic wings and leaping out of a tree. The results were that broken bones hurt, a lot, and no, Forest Gnomes cannot fly like ducks. This was the first of many little adventures for Yurtidie.

All these childhood and adolescent adventures were part of the reason behind Yurtidie deciding to leave her home in the forest behind and see the world. Before she could change her mind, or her family could convince her to stay, Yurtidie slipped away in the middle of the night and headed toward the only city she knew of. It took her a while, as she got lost a few times, coming out of the woodland to find she was in an empty field with no living soul aside from the animals about. During her travels, she came across an injured red squirrel.

The poor thing had gotten a paw stuck in some hunting contraption and couldn't get it back out. Unfortunately, when she finally opened the contraption and got his paw out, one of his little toes was too damaged to save. Sick from being trapped for a couple of days, the squirrel needed more help than just being released. So Yurtidie gave him some water and food, bandaged him up, and made him comfortable in her pack.

Even after nursing him back to health, the little squirrel was Yurtidie's constant companion. She gave him the name Acorn, as that was his favourite food, and decided to keep him with her.

Once Yurtidie reached the city, she wandered the streets, looking for odd jobs she could do. Eventually she learned of a human looking for a tutor for his children. Eager to do something new, Yurtidie met with the human to discuss terms of employment. They reached an agreement and Yurtidie moved in with the human family to begin tutoring the children. She and Acorn loved the human's house, but misfortune seemed their lot and they weren't there long.

One day, about a month after arriving, Acorn got into the human Master's library after being fed delicious treats by the children. In his hyper glory, Acorn destroyed the library. The Master was furious and kicked Yurtidie and Acorn out of the house.

Back on the streets, she ran into (quite literally) an older fellow who took pity on the young gnome and took her in but only so long as she agreed to become his student. The old fellow was a Sage and, interested in learning the alchemical arts, Yurtidie agreed to apprentice under him.

For almost two years, Yurtidie lived and studied with the Master Sage. Just as she was becoming adept, the Sage passed in his sleep. He left all his worldly possessions to his son, but left one book with Yurtidie. Inside she found a letter from the Sage, asking her to seek answers to not only a question he never yet answered, but to the question she had long held with her.

On her path to answers, she met and befriended an Elven druid who taught her the ways of the druids and brought her to Dryad Wood.
Features and Traits Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Natural Illusionist
You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.