Fenric
Fenric "Kind-Hand" Vale · Player: Fantom · Member of The Shattered Coin
Veilwood woodsman, Spellbreaker (Disenchanter path), trained by the
Mage's Society. Born 1330 in The Snatcher Hamlet, southern Veilwood.
A mage-hunter whose hits drain spellcasters' magic ("break mana") — openly
disappointed when there are no spellcasters to fight. Carries a shield. Slow to
speak but quick to offer bread or water; will risk a mission rather than admit the
"Kind-Hand" tale was born of compulsion.
Backstory
- Parents lost to the early curse: mother Maera Vale vanished following a
mournful flute in the fog; father Branik killed by a nightwalker. Fenric still
carries Branik's hunting knife. - Junior Wood-Ward, then ranged with Venatori Hunt-Mistress Sova Greyleaf;
began a 40-year field journal of curse anomalies and weave-scars. - 1369 — the Last Light betrayal: holding a paid ticket (LL-137) at Port
Duskwater, he was hit by a Mass Suggestion from a robed mage whose silver
signet bore a broken harp entwined by a serpent — and gave his berth away to a
sick boy. Onlookers coined "Kind-Hand," thinking it self-sacrifice. The mage and
three cloaked allies slipped aboard. Finding the signet mage is his bond. - Forty years trapped in the cursed Veilwood: cleared the Pilgrim's Trail; built
nine hidden Kind-Posts (open palm = safe, clenched fist = leave); burned plague
pits with tiefling Jaska Cinder-Eye; supplied by unseen halfling Orlin
Ashfoot; escorted Corund Hale for four years of ley-line research (Hale owes
him a favor); returned six silver acorns to the spriggan Mellif of the Seven
Words, earning three riddle-warnings (two remain); led the siege of Greywick
Chapel against a spider brood-mother, claiming a humming ivory mask — the tale
mutated into the "ghost warden" myth; trained siblings Alder and Miren Shaw
(Alder now a Rivalon scout). - 1395: Adept Lysandor Quill of the Mage's Society found his journal and
traded spellbreaker training for his return with the reclamation.
Session 3
- Crit Cranky Frank non-lethally, then a nat-20 intimidation roar that made him
surrender instantly (and reportedly made Thalia cry). - Got into The Urina by proving he's an "evil mage" — accidentally igniting sewer
gas ("shitomancy"). - Acquired: a shovel, a sausage from the off-duty chef.
Session 4
- Beat the Shadow Priest necromancer (father of Gravis, the "not-a-necromancer") by
draining his spell slots dry — possibly the first caster he's ever emptied. Took
black handprint scars from an Inflict Wounds grab. Prize: protective vambraces
(chosen over freeing a prisoner — with Handsome Jane right there in the jail). - Accidentally freed John the Jailer by pulling a lever; lent Silithane his
never-used copper short sword for the death match. - Used the KO'd jailer's keys to raid the inventor's workshop (bluffing the resident
Shadow Priest as a food-delivery man): stole schematics (semi-automatic crossbow,
springy boots) for Llashanna to craft. - The only person in the room Laila respects — she greeted him in Vale-slang on
her way out.
Session 5
- Stocked up with supply officer Hackett: 2 javelins, crowbar, hammer, pitons, two
ropes (one for Thalia), tinderbox, and a rare free bedroll. - Volunteered his wrist for Ashlyn's feeding — lost 10 HP ("a pint and a half"),
spent the day at half health, and face-planted the boarding fence before crawling
under it. - Beginner's luck at Conquest: a nat-20 first round won him the pot he hadn't even
bet into. - Still scanning The Expedition Ship for Laila, the "assassin lady" who said
she'd stow away — no sign yet.
Session 6
- (Fantom absent — Fenric ran in the background.) His old short sword, on loan to
Silithane, came back as the Silvered Short Sword; his double thumbs-up got
Lash and Silithane past the Ashwalker guards. His settlement vote is the pending
tiebreak. Ironically, Laila was found aboard this session — by Thalia,
not him.
Session 7
- (Fantom present this session.) Punched Figueroa in the stomach as cover ("don't
be stealing them plates") — then, approached fresh, took the spy's 60-gold job:
find the person who boarded and never left. Got the description (long black hair, pale
skin, black dress, a parasol-carrying attendant) and the name — Vana Vermillion
Vermillion, the Veilwood Voivode's daughter — and spent the voyage hunting her with
his "woodsman anti-magic stuff," confirming she's "definitely not on this deck." - Joined the silver-on-ghosts test; offered to crack open Gravis's coffins in the
search. Sized up the newborn Draak ("slightly bigger and smarter... only slightly")
and reassured him about lifespans.
Session 8
- Hunted for a Mage's Society check-in at Fort Foothold and found only locked
towers and fleeing robes — to mages, a spellbreaker is "the unidentified bag left
at the train station." Took the militia training tour instead. - Finally cornered (was deliberately led by) Carmelia, Seventh Circle: his new
tasking is Euphemia Fayeth, Laewendas's memory-twisting right-hand mage at
Pinpadge — spare her "allies" where possible, and stay 20–30 miles clear of
Cathalon until the siege. - Consented to her test spell and failed the save — seconds of glitter-blindness
and a loaded remark: "I thought your kind was immune to such magics." ("I'm still
learning on that front.") - Paid the largest share (15 g, covering Ashlyn) of The Land Boat; settled
his pending settlement-site vote in favor of the group's option 1.
Session 9
- Spearheaded the sparring win against Sir Ronald of Chapston's initiates:
felled two in round 1 (javelin, then claws hooked under a shield) and barreled
through the front line solo, eating most of the formation's attacks — alone, he
reckons he'd have lost (~10 HP left by his pseudo-damage tally). - Honor revealed: 10 — the second-highest score in the entire campaign, earned
by 30 years helping people in the Veilwood; his backstory faction settled
as the Mage's Society with hybrid Venatori training. - Gently closed the sun-blinded Lash's paper-dry eyelids so her eyes
could heal; tried "mouth magic" mid-spar after watching Drak and smacked his own
face into a shield ("Avast! You've been blocked!"). - Spotted the Roger Payton piracy bounty on Ankley's board; wanted the magic
store next, but the freak incident ended the evening first ("Sorry I didn't stop
him. I just kind of stood here.").
Session 10
- Set up the campsite in a minute flat (survival 18, "glamping") and foraged
medicinal herbs: ironroot (bone-mending paste, 5 uses — a Veilwood staple) and
whisperleaf/Silverbloom (burn balm). Spared the herb-eating caterpillars. - Saw through Silithane's "portal" instantly — Feather Fall in an illusion
tunnel — and said nothing, a magician admiring a rival's trick. - Excavated the Prehistoric Longsword properly with his tutorial shovel; his
magic sight reads it as non-magical, just impossibly durable material. Carries it
wrapped on his pack. - Finally got his mage: ignored the whole battle to chase Devlin — leapt the
20-foot cliff (parkour, 4 damage), shrugged off an enchanted "Go north" (charm
immunity), tracked him through his own fog, and growled until the wizard laid down
his focus and spellbook. First caster taken alive. Took a brope and Payton's
Tricorn (+1 Perception) from the loot.
Session 11
- In the coelodon encounter: jumped off the cliff into the ocean (1 bludgeoning, pencil entry, 4–5 feet of water to land in) and intimidated the juvenile sea monster from the shallows — advantage on Intimidation from whatever proximity/roar situation he had going. It worked; the creature fled.
- Nat-20 wood carving: crafted a perfectly scaled model of The Land Boat with wooden action figures of every party member during the long rest at the caravan. Given to Draak, who immediately seized it to prevent anyone having a copy of him.
Session 13
- Returned to the party after a week as Ashlyn's blood supply; bought travel meat and reasoned about jerky logistics. Took Silithane's Silvered Short Sword into the basement as the designated magic/silver damage-dealer.
- Monster-hunter expertise paid off: his Veilwood training flagged the grief demon as a thing that likely needed silver — and his nature check placed the Horned Skeleton as a pre-Fall hooved/horned ancestor race (a tiefling/minotaur forebear). Carved into the demon with crit-heavy claw attacks throughout the fight.
Session 14
- Proposed and led the effort to wall off the grief-demon basement so the ancient dead could sleep, leaving a small gap for Lash to crawl out.
- Lead voice in all three Smiling Sam interviews (medical examiner, Malcolm Locke, Wendell Weathers) — deduced the killer likely has a butcher/craftsman background and floated that the absence of any pattern is itself the pattern. Flagged that he's unsure whether his Detect Magic can sense an anti-magic / non-detection field, the key to finding the hidden killer.
Session 15
- Briefly stepped away early in the session (player IRL), rejoining mid-day for the Mage's Society leg.
- Leaned on his Mage's Society membership (photo ID: "Mage Hunter / Spellbreaker") to ease the party past the guild gatekeepers, and kept the investigation questions practical — pressing Louis and Professor Wind Douglas for any summary insight and whether a mage could re-examine fresh crime scenes.
- Reasoned through the timeline against the absent blood mage Rhys Wengler (bodies could be pre-killed and stored, so his departure doesn't clear him).
- Flagged for next session that he wants to find an information-seller in the black market — short on coin, having missed the session where the party's money came in; Silithane offered to lend him some.
- Believes he sealed the grief-demon basement with "cemento," though Lash notes something could still crawl out the Lash-sized gap.
Session 16
- Fought the alley ambush with claws and short sword through a long streak of terrible attack rolls, finally connecting on the gang's casters.
- Felt Ashlyn's death as a Spellbreaker — her familiar magical aura "snuffed out like a candle" — knowing she was dead before anyone said so. Also sensed a hidden spellcaster among the thugs, draining a spell slot off one mid-fight ("wait, this fucking guy had spells in him?").
- Searched the captured prisoners; led the verbal abuse of the useless brick-throwing Malcolm Locke ("what fucking use are you?").
Session 17
- Asked Lash to silver his claw-tips (to back up his Silvered Short Sword against silver-resistant foes), prompting the silver purchase — but on learning his claws are too cracked and worn from decades of use to fit any silver work, deferred the plan to grow and properly manicure them first.
- Endured a miserable arena fight against the squires, landing only one hit in ~12 swings against their full plate; finally pivoted to shove-tripping the blind knight prone (the one tactic that worked) to set up allies.
- Drew the arena chest's random prize: the Ring of Milk Walking (walk on milk as if solid ground) — a "mega grief" joke item. Held the figurines' carving legacy alive as Drak gave his party-statues to the inner-city guard.
Session 18
- Invisible point-man of the sewer descent: scouted from the front (50 ft ahead of the backline), counted the 8–10 hunched figures, and his Nature check read them as feral fungal drones — limbs of a greater creature, scouting for spore-pod sites. Weighed slipping away unseen but stayed with the group.
- In the swarm he landed his most crits in a single session ("this is the most crits I've done"), and kept probing whether they could simply shove all the mushrooms into the sewer (a survival check on the city guard's odds talked him out of dumping the whole problem downstream).
Session 19
- The party's magic-sight surveyor: flagged Wiggleus's gift dagger as magical, judged the Shard of the Autark sample's aura "too big to see where it begins or ends," and detected the door-trap's residual magic.
- Befriended the hairy sewer monster by crouching to fake-share its kill (getting a child's stuffed doll as thanks) while waving the rest of the party safely past — "he seemed like a friendly huge monster" — to Draak's disbelief at his lack of self-preservation.
- Helped Silithane pick the trapped door (proficient with Sleight of Hand and Thieves' Tools), then drew on his monster-hunter and Mage's Society training to diagnose the bound creatures as feral "failed changelings" and recap how to kill changelings (silver). Eyed taking the firebomb and identified the Hallucinatory Terrain scroll.
Session 20
- First up the ladder: with the basement deemed safe, Fenric (and Lash) crept up ahead of the group to sneak into the changeling's surface home and spring the ambush, silver at the ready.
Session 21
- The loudest "let's get out past the wall and do our job" voice in the opening planning — far more than poking deeper into the sewers.
- Upgraded to Reinforced Leather Armor (AC 19/20 with shield and subclass) and weighed the twin-buckler "claw-claw" option; helped pull the land boat ("I have a build for that").
- His silver-claw plan stays deferred until his claws grow out — sharpened by the reminder that silver is illegal in the Veilwood, where the party is headed (silver hands would get him turned away or asked to remove his fingers).
Session 22
- The party's pragmatic voice at the bridge — "it's not a question of whether we continue, just how (preferably not dead)" — and the one Lash's archmage bluff leans on (his real mage-hunting aura that casters can sense lends the lie weight).
- At the giant's footprint, took the militiamen's handshake (still never able to find Eldrich the Elder on the map) and investigated the print (25), confirming the triple-jump leap and its northeast heading.
- Bought the inn's lone bottle of wine, gathered intel on the giant Cormoran ("big and fair… we pay him his pittance") and the Ponterford curse, and quietly briefed the new PC Jex that Tycho is a Varian spy ("not Laewendas — we'd have killed him").
Session 23
- The party's rigging engineer at the cave: tied a "mega quadruple knot" to extend the bridging rope, then partnered Magra to build the block-and-tackle "ski lift" across the chasm; laid caltrops and a trapped square for the Grabbler lure.
- His half-trained Venatori memory paid off — recalling a Veilwood hand-monster that could "Point," he correctly warned that the Grabblers can apply a Hunter's-Mark-style target.
- Still carries the unidentified green/pink "monster" potions from "Wetzel Pretzel," debated drinking them, and kept his claws and javelins ready for the deferred fight.
Session 24
- Fought the Grabblers in melee (carving in confirmed they're not spellcasters — no mana to break), finished the Angry Grabbler by snapping its fingers, and his crow familiar spent the fight "helping" (and later diving to peck the falling Thalia).
- The party's magic-finder and craftsman in the cache: detected and Identified the Ring of Independent Digits off the smart drone; sawed the back off the false-bottomed smugglers' chest (woodworking) to bypass its magic latch; and with Jex identified the barrel of explosive bitumen tar (nature) — pegging the smugglers as a chemical-running crew with a skilled alchemist.
- Read a faint residual higher-level magic on Jex — a slowly-decaying clue to her amnesiac origins. Eyed the Amulet of Crossed Fists (works with his claws if he drops his weapons; attunement left open). Levels to 6.
Session 25
- Sniff-tested the Mush Mother's wares for safety (with Jex, sorting the edible from the hallucinogenic wall) and joined the telepathic cloud-mind — where his only surfacing thought was an image of a duck.
- Threw javelins through the gobbler fight (a streak of nat-1s), and pushed the help-the-helpless line: escort the trapped wood-folk and the Mushmother's faceless children out, and build the running sprouts a fence.
- Levels to 6: can now sense magic farther than he can see in the dark.
Session 27
- (Fantom in and out early — Fenric "spent 30 minutes on his own" then rejoined.) Reunited with the group after sneaking down past the dormant Queen with Thalia and Valmora (whom he flew across a gap when her stealth failed).
- Sensed the lingering magic of the throne (a creature sat there "yesterday if weak, ten-thousand years ago if a god") and detected the hollow wall / hidden room by the cells (a beetle-sized creature on the far side).
- Magic-survey witness: present for the read of the prisoners' auras (the dangerous Sad One, the constantly-bleeding-magic Ruined One, the petrified Cursed One), and the one to set off Forge Lord Malifax's bug rooms — the centipede "mother" nearly catching him before he skittered clear, the session ending as the bugs swarm.
Session 28
- The magic-sight surveyor of the cupboard. Sensing the auras of every item in Malifax's treasury, he flagged the two strangest — an unreadable galaxy potion and a hand mirror with "magic beyond the mirror" — and spent his one-a-day Identify on the mirror: a chaos-mage pocket dimension that shows the room as it was when the mirror was made (i.e. a snapshot of the past), its silver-free backing hinting at a Veilwood/fey-or-vampiric maker.
- Confirmed the meteorite is devoid of magic ("space rock from space"), tried (and failed) to wheedle the mirror as a favour, and clocked that something was off about Valmora's forget-object — knowing it mattered only while he kept his eyes on it.
- Voiced the party's reason for not just staying in the deathless smith's pleasant cupboard forever: "with our short lives, we have a compulsion to go out and do things."
Session 29
- The accidental High Seat. Swept onto the council almost without noticing ("I don't even know how this happened, I was barely paying attention"), he ends up handed the High Seat by Dominus — only for Cheve to use his shadow-chair maneuvering to pass the council-dissolving motion through him. Promised to build the council its chairs next session.
- Read the hidden door. His magic-sight detected the large broad-shouldered creature and the old, powerful circular object beyond the cupboard-door before it opened — and, identifying the Shushu's teleport altar as faulty (Arcana + Insight), he pulled Valmora off the lever the instant before she'd have teleported, possibly not "as herself."
- Communed with the mute Shushu by journal and drawing, and recognised it as the same eye-stalk "shusher" from the gobbler caves.
Session 30
- Scouted the Queen Grabbler's lair (Stealth 19, plus a full day of Perception/Insight study) — the party's best tactical intel yet on the coming fight (see The Grabber): she's faster than anyone can outrun (no kiting) with a likely tail-swipe AOE; a spellcaster who hoards only big slots, so his mana-break will starve her fast if he hits early and often; and she commands the drones by voice — a Silence could sever her control. Warned against bunching all the allies together.
- Pulled himself off the teleporter debate to do quiet recon — "glad I did scouting."
- Frames the whole upcoming Queen assault as practice for the eventual mass assault on Laewendas.
Session 31
- The MVP of the whole fight. Invisible (via Silithane) and stacked with Lash's Help/d6, Valmora's Bless and Guidance, he crept to melee and — going before her in initiative — destroyed all five of Caressa's 6th-level spell slots ("four Fingers of Death and one Thumb of Death") over two turns, shouting "No more spells!" The GM: without that, the fight would have been "truly horrific." "You ate five spell slots, 7th level. You ate this shit alive."
- Drank the "Smuggler's Ticket" mid-fight — a tactile Disguise Self potion from the smugglers' den — and turned himself into a bone-and-hand "Grabber-mage statue" ("4 arms for some reason").
- The fight's punching bag. With melee-only range, he was repeatedly whirlwinded, pinched, and flung across the room (once as the Queen's thrown weapon at Magra, eased by Silithane's Feather Fall; once whip-swung back into the fray by Thalia), surviving on Valmora's big heals — "he's just struggling to stay in the fight. She keeps throwing him away."
Session 32
- Freed the orc. Bought the debt-bonded Algrimmar's 62-gold contract at the Northern Trading Company and handed it straight back to tear up — pure "Kind-Hand," and exactly the kind of "no good deed goes unpunished" gesture the GM ribs him for (calling him "Eldrich"). Shrugged off the others' contract-fairness objections: "if he does the same stupid thing again... I'll buy him his contract again."
- The party's reluctant tradesperson. Elected to hold the company membership, he climbed bronze → silver, bought the discounted silver bar and Magra's bolts, and kept the running purchase tally he hates tracking.
- Quietly admits he has "his reasons" for the noble streak when Thalia teases that he doesn't seem like a Veilwood man.
Session 33
- Wandered the town rather than sit the sermon, used his magic sight in Renforth's shop (briefly blinded by the wares), and "inspected" the nervous wizard like a Society auditor before vouching he's clean.
- Talked the Veilwood curse with Renforth — confirming flatly that the lands are cursed and that the nightwalkers knock on doors at night ("don't answer the door") — and was steered by the wizard toward the lumber camp as a way to help the town.
- Geared up for AC like the rest (armoured shin guards, chainmail leggings, a clean +1 ring), reaching ~22 AC, and helped judge the tomato creatures dangerous enough to exterminate.
Session 34
- Into the fire pit. Sarcastically asked an annoying lumber worker "do you want to be hit?" — and was marched by guard Martin to roll through the criminal-burning fire pit, losing a long argument that "a threat isn't a threat if you mean it sarcastically" (the GM: what is a threat is decided by the local gods, not you). His ~22 AC was "completely wasted" the whole session.
- The butcher and the historian. Cranked the winch, then cut the crocolion open with his knife (not his claws) to search for the children's remains — finding none recent — and gave a lumber worker a history lesson on how 40 years of Laewendas propaganda (burned schools, anti-postal lies) left him a "misinformed idiot commoner," ripe for the Reclamation to fix.
- True to "Kind-Hand," refused to actually harm the commoner he'd spooked ("I wouldn't even hurt anything that can't hurt me").
Session 38
- The party's haggler and banker. Talked Horibus down to a buy-10-get-1-free on the antitoxin/antivenom haul (~190 gold, fronted on platinum), and used his silver Company membership to buy the gag ant sprays. Preferred talking to the Guardian over antagonising it.
- Spellbreaker MVP. Used Detect Magic as makeshift sight in the dirt cloud (reading every magic item and caster in the band, and the magical Guardian charging in), called the warnings, then climbed the cart and — with two hits — severed two of the Guardian's first-level spell slots and broke its concentration, collapsing the dirt cloud and ending the blindness. "100 years at wizard school, waste of time." Sheltered behind the cart, he took no needle damage. Still level 6.
Session 39
- Knocked out the Guardian (choosing to render it unconscious — a hard punch to the head — before tearing it apart for the venom), then his Survival/Nature 26 (with Varg the butcher) cracked the puzzle: the dryad has no venom organ; the poison was stolen and dipped from elsewhere, leading the party to the venom tower.
- The climber and harvester. Led the ~150-ft tower climb and fixed the rope; used his magic-eyes to read the wyrm skull as a magical creature; chiselled and climbed inside the skull to crack its venom reservoir (a "dunking-bucket" of Toxico), and bagged ~15 lb of wyrm-bone for crafting.
- Mule and ladder. Boosted Thalia onto his shoulders to reach the postmaster's attic stash, then carried the 60-lb pack of undelivered mail home. Preferred talking the cave raid through; weighed but stayed out of the lumber-mill arson scheme. Levels to 7 (a Spellbreaker subclass feature).
Session 40
- The invisible point-man, mauled. Silithane cast Invisibility on him to scout The Snatcher's Cave; probing the trapped corridor with his shovel, he triggered a swinging wall-slab and spike pit for ~13 damage, stranded among the dead until Lash worked out the safe centre line.
- The magic-sight surveyor of the cave. Read the entry torches as magical Continual Flame (proof of resident casters), clocked a living magical skeleton on watch and a far lava room, overheard a guard watch-routine, and identified the dormant Candleman at the shrine — "leaning towards the way of a lich," not undead yet — beside the magically de-named tombs.
- Gear. Took the +5-ft swim-speed ring from Silithane, and is the natural holder of the puzzle-egg +5-ft unarmoured-movement ring (he relies on Mage Armor). Refused to cross the trap threshold a second time once burned. Still level 7.
Session 41
- The tax-man taunt. Talked the party past the pot-washer ("we're here to inspect the premises"), then in the skeleton businessmen fight leapt onto their table and — with a Charisma 20 — drew every skeleton onto himself as the *"tax inspector shutting them down," eating their knives (and a threatened 11–16% of his net worth) so the others could carve them up. Offhand-clawed one near death.
- The point-man, again. Bluffed the door, freed a trapped magmite from a 600° lantern, and crawled the horror tunnel (a 2-point ghost-cat jump-scare) to find the secret rooms — picking the secret brick door himself.
- Weighed the boss chamber carefully (his "no, don't deal with it!" misheard as a vote to deal with it), then agreed to open it and scout. Still level 7.
Session 42
- The spellbreaker's wall — and the kill. Identified Halren as the boss the instant he saw 5th/6th-level magic, then spent the fight reflecting his Slow spells (advantage on the saves) straight back and ripping magic from his body with each claw-strike (forcing Halren's Shields) — Halren cursing him in Old Common, "this isn't fair." Landed the finishing blow on the boss; tanked a 33-damage lightning bolt along the way.
- Diary and deductions. Got the gist of the gravekeeper's Old Common diary (handed to Silithane to fully translate), and his Arcana 21 worked out the Candleman's trade — kill your own kind for a sliver of life, soul perhaps bound to a Candle of Torment.
- Kind-Hand, quietly. Drew a four-panel flipbook of the runaway magmite reuniting with its mother to coax it home (it left anyway). Still level 7.
Session 43
- Opened the fight, lost a spleen. Invisible, he got a free surprise turn and burned two first-level and a third spell slot off Simon ("that's a fireball gone"); later drained the second mage's last spell slot with a spellbreaker's walk-up, forcing his surrender. But the Grinning Gutter carved him for ~63 across the fight and, on a failed Con save, removed his spleen (livable — but he'll want a healer to put it back).
- The unkillable test. Spent attacks confirming Thunt takes zero from his claws, and used Detect Magic to read Thunt as no great magical source himself — ruling out a curse and deepening the mystery. Helped finish the Gutter.
- Away mid-session. Stepped out for ~an hour of real-life duty (others piloted him); rejoined for the back half. Wanted to dispel or identify the Hat Man's hat to rescue a trapped Thalia (judged too risky). Still level 7.
Session 44
- The Candleman, read. Sent in to "peek at" the Candleman, he locked eyes and understood the life-trade in his mind; declined it. Later levered open the sealed soul-candle sarcophagus with his crowbar where his own strength (and Silithane's) couldn't.
- Kind-Hand's downtime. Built the frog-folk fence with Magra and Lash, repaired the frog-folk's river-tour and fishing boats (their economy reborn now the river monster's dead), camped and hunted in the woods, and built a little treehouse observation post — bonding with the two over karaoke nights.
- The lender and quartermaster. Loaned Silithane 400 gold for the spellbook; bankrolled the party's loot-selling spreadsheet; bought healing potions from the alchemist; and traded spells, declining to part with Counterspell-tier picks Renforth already had. At 22 AC he passed on the +1 ring (given to Thalia). Still level 7.
Session 45
- Claws on the front line. Double-clawed the zombie horse and the risen camper (finishing the camper as it crumpled); ate 32 off the corpse-explosion.
- The river fiasco. Cannonballed into the river to wash off the zombie slime — and rolled 957/1000 on how bad an idea that was, contaminating the water the others were carefully bucketing out ("bordering on a different game now").
- The magic-reader of the blight. His magic-sight confirmed every Old Halfwood corpse carried the same dark-crimson necromantic affliction despite ranging a week to ~50 years dead — proving it spreads — and his Arcana lap of the village found no local source, pinning the blight as something that wandered in. Spotted the legendary item glowing among Tony's wares at New Halfwood. Still level 7.
Session 46
- Cooking a roast. Out for most of the first half (Mid-time-zone dinner), present and fighting by the second.
- The Identify man. Proved Tony's "legendary" amulet does nothing ("but it is legendary"); flagged the spellbreaker's professional disinterest in anyone's petty law-breaking.
- Clawing out the magic. In the road fight, hacked plague-spreaders with a hand-axe and destroyed their spell-charge ("clawed its magic out") — confirming the new strain carries spell slots. Slated to be the party's dispeller for breaking the grove's lockdown.
- Trailing the Grey Man. Followed the Grey Man by night with Thalia, reading him on insight as a made creature set to instructions — kin to the crypt's reassembled tea-party woman, possibly her functional prototype. Still level 7.
Session 47
- The mage-hunter's eye. His druid-lore training (advantage on the checks) identifies the grove's sacred features: the stone nemeton (a spell-amplifier powering the dome, countered by toppling it), the dormant teleportation circle (a borderline-impossible 30 Arcana reading it unused in ~2 years), the necromancer's ritual-book, and the nest's giant moorhen egg.
- Scouting the wall. Lapped the dome with Thalia to find the goat-sized gap; his magic-sense flagged the disguised boy Dreadweaver Corpsefortune as a caster bearing a powerful item.
- The book-breaker. Spent ~24 hours tearing pages from the necromantic book — which held the concentration on ~1,000 zombies — dropping the loose horde a zombie at a time until the book was destroyed; couldn't yet "dust" magic items by touch as Stunghelm Elkheart assumed.
- The un-petrifier. Rounded an Arcana check up to dispel Stunghelm's self-cast Stone Shape, waking him three hours early after the kill. Still level 7.
Session 49
- The "secret knock." Bluffs his way into Eldrich the Elder's hidden Tapped Clapper war room with a "secret knock that only I know," which Pavid improbably answers ("lucky guess!").
- Botched stealth. Slipping past the mine's smoke-break sentries, he rolls catastrophically (burns his Heroic Inspiration to no avail, double 1s), is half-spotted, bluffs "I'm just walking in the woods," and has to double back wide to slip away — leaving the guards vaguely aware "a humanoid" is about.
- Silent claws. Fights the badeedle brood hand-to-hand (feeling their slashing resistance firsthand through the chitin), and a Perception 15 lets him track the unseen Mama by her footstep-pattern (dirt, then a crunch of metal/old crate). Leads the cliff climb — up a great tree, then an Acrobatics 18 run-and-jump to sink his cat-claws over the lip. Still level 7.
Session 50
- The high vantage. From the rim his elevated view catches the smith-shed's smoking chimney and the something-heating-up within, feeding the party's read of the camp.
- Dressed as a hauler. Picks the hauler disguise (wrist braces, gloves, heavy boots, a dust-mask) over sweating under his armour, and sorts out his little buckler — after a long bit about whether his "round shield" is a buckler — by hiding it under a cloak.
- Connecting the crystal. It's Fenric who prompts the session's key link — asking whether the glowing ore is "similar to that stuff that scientist guy makes" — drawing the GM's confirmation that the mined crystal is a natural source of the Shard of the Autark substance Dr. Provostinalkov fabricates.
- Sampler and reader. In the burned deep he chips glowing-crystal samples into his bag (labelled "unidentified, from the flooded area") and, when Magra recovers Vara'nak Gar-Galdar's journal, reads out the crucial line — a "banshee machine that barely fit in the tunnels" — connecting it to the recovered machine key. Hand-over-hands upside-down across the rope bridge on his claws (an old Veilwood tree-crossing skill), and rolls an ankle jumping down a ledge (2 damage). Still level 7.
Character Sheet (mechanics)
In-play co-pilot sheet. Mechanics from Fenric's authoritative Foundry export (top authority); play-history cited to sessions. "unknown" = not stated by any source.
Identity
- Class & level: Spellbreaker 7 (Disenchanter path) — martial subclass, primary ability INT, hit die d10 (authoritative sheet). Leveled to 6 at Session 24/Session 25, to 7 at Session 39.
- Species: Feline — Pantheran (humanoid, Medium), speed 30 ft, darkvision 30 ft (authoritative sheet).
- Background / faction: Mage's Society (War Magi / "Mage's Society" training) with hybrid Venatori field training; Veilwood woodsman (sheet; Session 09).
- Alignment-flavor: "Kind-Hand" — Honor 12 on sheet (revealed as 10 in play, Session 09).
Combat stats
- AC: ~22 stated in play with full kit (shin guards, chain leggings, +1 ring) Session 33, Session 44. Sheet components: Reinforced Leather Armour AC 16 + Round Shield +2 (equipped); Physically Protected grants +1 AC. (Semi-Ruined Iron Full Plate AC 19 carried but not the equipped set.) In play his player (Silithane) confirmed the shield is actually a small forearm buckler/targe, not a full round shield — a discrepancy the GM flagged against the sheet's "Round Shield" label (he keeps a distinct buckler item), though he judged it doesn't change the AC much Session 50.
- HP: 80 current on sheet, +4 temp. Max not separately stated — treat 80 as current max. (Lost ~13 to a spike-pit trap Session 40; carved for ~63 across Session 43.)
- Saving throws: Proficient in CON and INT (sheet). Bonuses: Physically Protected +1 to STR/DEX/CON saves; Magically Protected +1 to INT/WIS/CHA saves; Spell Resistance (6th) — advantage on saves to resist/overcome spells. Immune to charm/enchantment (Magically Protected). Proficiency bonus +3.
- Initiative: base DEX +1, plus +1 ('Snake Eyes' Training Camp, always) and +1 (Magi Training, once per long rest) (sheet). Exact total unknown — confirm whether the once/rest bonus is active.
- Ability scores (sheet): STR 10, DEX 13, CON 15, INT 16, WIS 12, CHA 10, HON 12. (Note: CHA read as 20 in the Session 41 tax-inspector taunt — likely a temporary/situational boost; confirm.)
Abilities & spells (seen in play)
Spellbreaker is martial — features key off INT, not spell slots.
- Break Mana (2nd) — on dealing damage to a spellcaster, expend its lowest-level spell slot. His signature. Drained the Shadow Priest dry Session 04; outed a hidden caster mid-fight Session 16; destroyed all five of Caressa's 6th-level slots as fight MVP Session 31; severed the Guardian's slots and broke concentration Session 38; ripped slots from Halren each claw-strike Session 42; burned slots off Simon and a second mage to force surrender Session 43; clawed the small spell-charge out of the new, tougher plague-spreader undead on the road to the grove Session 46; his claws barely scratched the 42-druid amalgam, which held 41 druids' worth of spell slots so each strike drained only a trivial fraction Session 47; even fires on non-casters that happen to carry a slot — drained the lone unused "wild magic" spell slot off a freak sorcerer-born badeedle mid-brawl Session 49.
- Sense Magic (2nd→6th, 60 ft) / Detect Magic — the party's magic-sight surveyor: read item/creature auras Session 19, Session 27, Session 28, Session 40; used as makeshift sight in dust/dirt clouds Session 38; felt Ashlyn's aura snuff out at death Session 16. Sense Magic II (6th) extended range to 60 ft Session 25; confirmed the archdruid thorn-and-stone barrier sealing the Druid's Grove is potent with no easy way in Session 46; his 60-ft magic-sense flagged the disguised necromancer "Tim Bimson" as a spellcaster carrying a powerful magic item Session 47.
- Know Thy Enemy (1st) — advantage on Arcana; identify spells as cast (free action). Identified Halren's 5th/6th-level magic on sight Session 42; Arcana 21 deduced the Candleman's soul-trade Session 42; leaned on his mage-hunter advantage with druid lore to identify the grove's stone-stack nemeton (a sacred spell-amplifier, likely powering the dome) and recognise the cabin's teleportation circle, a 30 Arcana (with Silithane's Guidance) reading it as unused for ~2 years — proof the druids never evacuated Session 47.
- Mind over Metal (1st) — weapon attacks deal +INT modifier (+3) damage. Applies to every weapon/claw hit.
- Extra Attack (5th) — two attacks on the Attack action; routine in melee.
- Spell Resistance (6th) — advantage on saves vs spells. Reflected Halren's Slow saves with advantage Session 42.
- Magically Protected (3rd) — charm/enchant immunity — shrugged off an enchanted "Go north" compulsion chasing Devlin Session 10. (But failed Carmelia's glitter-blind test save Session 08 — "not immune to such magics"; an open question.)
- Hyroid Apparatus (roar) — advantage on Intimidation — nat-20 roar made Cranky Frank surrender Session 03; intimidated the juvenile sea monster into fleeing Session 11.
- Land on Your Feet — half falling damage. 20-ft cliff leap for only 4 dmg Session 10; cliff-dive into shallows for 1 Session 11.
- Tactical Mind / Decurser (7th) — assess a creature's relative strength; detect & diagnose curses at a glance. Probed Thunt (no curse found) Session 43; read the Candleman's nature Session 40, Session 44; his mage-hunter Arcana (a 19) ruled Songbird's hummingbird affliction neither a curse nor anything natural — an unsolved magic Session 48.
- Dispel Magic (7th) — touch dispel of effects up to half his level (3rd); 3 uses per short rest. Wanted to dispel the Hat Man's hat (judged too risky) Session 43; first documented active use — dispelled Stunghelm Elkheart's self-cast Stone Shape to wake him three hours early after the boss fight Session 47.
- Identify (once per day) — spent on the chaos-mage mirror Session 28; the Ring of Independent Digits Session 24; the Shushu's teleport altar Session 29; proved Tony's "legendary" amulet does absolutely nothing (cosmetic, though certified legendary) Session 46. Source unconfirmed — not listed on the sheet's spell section; flag below.
Items & equipment
Weapons (sheet)
- Hunting Knife [equipped] — finesse, light, thrown (his father Branik's knife; used to butcher the crocolion Session 34).
- Enhanced Natural Weapons — Claws [equipped] — 1d8 slashing, finesse+light (off-hand sharpened); Bite 1d8 piercing. +INT (Mind over Metal) on hits.
- Handaxe — light, thrown. Biturnen (explosive tar item, Session 24).
- Loaned his old copper blade, now the Silvered Short Sword, to Silithane; borrows it back as silver/magic damage-dealer Session 13.
- Prehistoric Longsword — non-magical, impossibly durable; carried wrapped Session 10.
Armor (sheet)
- Reinforced Leather Armour [equipped] — AC 16 Session 21; Round Shield [equipped] +2; Light Chain Legs, Armored Shin Guards, Gladiator's Vambraces [equipped] Session 04; Common Clothes. (Semi-Ruined Iron Full Plate AC 19 — spare.)
Magic items / attunement (3 slots) (sheet — equipped marks likely attuned)
- Amulet of the Iron Fists [equipped] — = Amulet of Crossed Fists, works with claws if weapons dropped Session 24.
- Ring of Minor Warding [equipped]; Ring of Milk Walking (walk on milk) Session 17; Ring of Independent Digits (Identified) Session 24; Ring of Independent Digits + the +5-ft swim-speed ring and +5-ft unarmored-move ring (from the wooden puzzle-egg — the old postmaster's gift, Session 44) Session 40.
- Peyton's Tricorne [equipped] — +1 Perception Session 10; Brope [equipped] Session 10; Reclamation Signet.
Consumables / notable items (sheet)
- Minor Potion of Healing, Basic Healing Potion (bought Session 44); Antitoxin, Antivenom, Ant Spray (haggle haul Session 38); Caltrops Session 23; Smuggler's Ticket (tactile Disguise Self — drunk Session 31).
- Ironroot (bone-paste) & Whisperleaf (burn balm) Session 10; ~15 lb Wyrm bones + harvested Toxico Venom Session 39; silver acorn, Pocket Acorn of Oaksong, a Pocket Acorn (grows a full tree in ~an hour, no soil/water; gifted by Thalia from Tony's stock Session 46), Ancient Puzzle Cube, Shovel (trap-prober Session 40), Crowbar (levered the soul-candle sarcophagus Session 44), Grappling Hook, Rope, schematics (semi-auto crossbow, springy boots), Northern Trading Co. Silver membership Session 32, Session 38.
- Currency: 493 gp, 8 sp (sheet), +~27 gp share of the Menagoles/New Halfwood reward Session 48. (Owed 400 gp by Silithane Session 44.)
- ~28 lb leftover all-meat pie — bagged after a CON-save eating contest (ate ~12 lb of a 40-lb festival pie, a top-20 all-time finish) Session 48.
- Unidentified glowing crystal chunks — chipped off the mine wall into his bag with a woodcutting tool and labelled "from the flooded area, second mine map"; confirmed to be samples of the Shard of the Autark material Dr. Provostinalkov fabricates Session 50.
Resources (last known)
- Spell slots: none — martial Spellbreaker.
- Dispel Magic: 3 uses / short rest.
- Identify: 1 / day (source unconfirmed).
- Magi Training initiative bonus: 1 / long rest.
- Attunement slots: 3.
- Inspiration: True (sheet).
- Healing potions: Minor Potion of Healing + Basic Healing Potion (at least; counts beyond these unknown).
DM guidance & reputation (from DM chat)
- Casters fear him. Enemy spellcasters often refuse to engage Fenric directly — a pirate-camp mage with 3rd-level ice magic backed down ("not suicidal") when he closed in. The DM: on the 13-witch island, "Fenric puts respect in the party by existing." Lean on this in social/standoff moments — a revealed spellbreaker rattles casters.
- Drain-then-handle tactic. To safely move or free a magical captive or item, strip its magic first (Break Mana / repeated hits) "until it has no magic, then it's safe." A cooperative captive caster can be asked to be emptied of spells before release.
- The kit scales with magic. The more casters in a fight, the stronger Fenric's value; worst case he's a fighter with extra attacks.
Open items / pending
- Claws from Lash — she's set to craft Fenric a custom set of claws once she finishes her hammer. Backup: the DM may stock a shop item that "adds a touch of accuracy" (his attack rolls run unlucky).
- Grove corruption — source destroyed. The sealed Druid's Grove was breached and its corruption traced to the teenage necromancer Dreadweaver Corpsefortune; Fenric spent ~24 hours finger-punching apart the necromantic ritual-book, each torn page dropping a loose zombie dead (the book held the horde's concentration), until it crumbled. The dome stays sealed by Stunghelm Elkheart's choice Session 47. The act's reach was confirmed days later and ~two days' march away at the Menagoles, where the gravekeeper's "ash zombie" died halfway through its own fight — another loose undead dropping from Fenric's destruction of the book Session 48.
Unknowns / to confirm
- Exact AC breakdown — sheet leaves AC "computed"; ~22 is the stated in-play figure. Confirm the equipped armor set and Disenchanter AC feature contribution. (Shield now narrowed: described in play as a small forearm buckler rather than a full round shield Session 50 — confirm its actual AC bonus vs the sheet's +2.)
- Where does Identify come from? Now narrowed: the Spellbreaker class & Disenchanter subclass have no Identify feature (per the canonical class rules), and he has no spell slots — so it must be an item, scroll, or ritual, not a class ability. Confirm which item grants it.
- CHA 20 in Session 41 vs CHA 10 on sheet — temporary buff or error? Confirm.
- Charm immunity vs the Session 08 failed save — reconcile Magically Protected's immunity with Carmelia glitter-blinding him; is illusion-blindness outside its scope?
- Initiative total — base +1 DEX plus situational +1/+1; confirm the working number.
- Max HP (vs current 80) and death-save / temp-HP source of the +4 temp.
- Attunement assignments — which 3 of his many rings/amulet are actually attuned.