Gothi Gassead Brownstone

He watches the sea, mutter to himself, pulls at his graying beard, he speak of his dreams.


Medium humanoid (dwarf), lawful good

Armor Class 16 (scale mail, shield)
Hit Points 30 (4d8 + 8)
Speed 25 ft.

14 (+2) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Damage Resistances poison
Senses darkvision 60 ft., passive Perception 10

Languages Common, Dwarvish
Challenge 1 (200 XP)

Dwarven Resilience. The dwarf has advantage on saving throws against poison.

Stonecunning. Whenever the dwarf makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus.

Wall Barrier. With every ally that is 5 feet away from the dwarf that has a shield, the dwarf gains a +1 to its AC (to a maximum of a +3 bonus). The dwarf must be wielding a shield to gain this benefit.


Multiattack. The dwarf makes two melee attacks, only one of which can be with its shield bash.

Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. If the target Large or smaller, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.


Parry. The dwarf adds 2 to its AC against one melee attack that would hit it. To do so, the dwarf must see the attacker and be wielding a melee weapon.


The Coast of Sorrows is a mostly untouched region where the rivers of life empty out to sea. Many of the Kind Races have not chosen to go to the sea, fear of Sea Dragons mostly. The few that do make a hardly living as fishermen in waters teaming with Fish who have never known to fear a net. Named for the countless who died fleeing across the water from the Old Empires when the dragons came for Kind. The dead and refugees came with each rolling wave along the shores. One was to be careful along the beach, even ages later, once can cut their foot on an old bone or the teeth of the death that lie in the sands. The Coast is frame along the north by the Peaks of Tears.

The Peaks of Tears had another name. Pikes of Ulgar, Mountain that pointed to the sky like spear heads, made sharper by dwarves who wanted the mountains are rich with heavy metals, Iron, copper, tin and more. They were where the Dweller first expanded from, if legend are to be trusted. When the Dragons attacked, their armies spent years siege the bunker cities, sending wave after wave of suicidal cultists before forcing opening large enough to send in Near dragons and finally the dragons themselves. The Dwarves collapsed many tunnels to keep the underground Roads safe. Many collapse the cities on the very dragons that assault them, ensuring death to all. Some of these Cities are still intact, but not without unwelcomed guests. Marauders, Dragon Cultist, and Mad Men live down in the tunnels.

Clan Father, Gothi Gassead Brownstone has funneled money into an exploration and digs guided by Explorator Guild Professor Litspek. Brownstone believe the mountain cities are the ancestral home to his clan, or at least the dweller noble family he comes from. The Explorator Guide wishes to helpful, to also escape the political troubles of the Valley and has sent many teams.

Several digs are going on in the hills and country side. All base form the town of Big Fish Pier, a relatively small town quickly growing thanks to the influx of visitors who seem to be staying for the long hall. These digs have only scratched the surface of archeological evidence but the hills are filled with countless glimpses into the past.

Recently an entrance to a crypt city has been found. Inside appears to go further down and be an actually Crypt City, fully intact.

The Problem is that no sane person would go down into the Crypt City. Even if there is only undead down there, there could anything from Cultist to Near Dragon horrors to Wizard Horrors to Cannibalistic Bandits to dwarf isolationist who thing the Dragon war is still on.

That said Gassead has offered that anyone willing to go down there may have claim to whatever they find with excepting to relics of Dwarven nobility and Dweller artifacts anything else is fair game, the Exploratory Guild will offer a more than reasonable trade for artifacts and items recovered from the city

Needless to say this is an opportunity for anyone willing. It isn’t without its risks, though. You are going far north, to a place that is pretty remote at the hope of riches and glory. The alternative? Stay at home, be press ganged into the wars of the Valley, join a bandit group, starve? At least in this place there is a chance.


The Gothi are the heads of the family, dwarfs who have lived long enough, and pleased the ancestors well enough to earn enough Prestige to be considered Paragons of the Clan Family.

Gassead has been dreaming of the Ancient Crypt cities his whole life, as a Gothi he has the ability to go up to the peaks with troops and the reasources to find his dreams.

The Explorator guild is wanting more than anything to escape the cycle of violence of the Valley and has thrown themselves at the project, even if it might be more than a fool’s errand.

Most of the Brownstone soldiers are unwilling to enter the Crypt City, their ancestors warn of it. With good reason, the dragon cult were resurrecting their dead god.

The Gothi left the BIg Fish Village and traveled by coast to the Broken Teeth Cove, after fighting a sea monster he entered the EXPANSE

Gothi Gassead Brownstone

The Kamal Valley NicMuehlenweg NicMuehlenweg