Wrenn Nackle
Wrenn Nackle
His name is Wrenn Nackle, an Eldritch Knight forest-Gnome. The most skilled fighter in his home village, he became a hero to his people after saving them from a great beast which endangered their woodland home.
This event inspired Wrenn to take up arms and travel the continent, combating any beast or evil which endangers the good people residing there.
Aims to grow as both a fighter and magician, while forging lifetime bonds with the poeple he meets.
Personality Characteristics
Motivation
To take up arms and travel the continent, combating any beast or evil which endangers the good people residing there.
Aims to grow as both a fighter and magician, while forging lifetime bonds with the poeple he meets.
Social
Contacts & Relations
Born of the Nackle family of Mintblood Woods
Son of Folkor and Carlin Nackle

Whimsical, but fiercely loyal. Can be indecisive at times.
View Character Profile
Alignment
Lawful Good
Age
40 - ish on the cusp of adolescence
Birthplace
Mintblood Woods
Children
Gender
Male
Eyes
Brown
Hair
Dark Brown
Skin Tone/Pigmentation
Pallid
Height
3'7''
Weight
50lbs
The Vacation Viscounts
(courtesy of Delilah the ranger)
The Vacation Viscounts (Horatio the Goliath Paladin, Delilah the Changeling Ranger, Wrenn
the Gnome Fighter, Narmer the Dragonborn Monk, and Tiernan the Firbolg Cleric, Charlotte
DMing) set out from the Vanguard Outpost on April 16th to explore the peninsula to the
southwest.
With vacation-worthy weather and a view of the ocean, our party is making good time, until
we spot a stall by the side of the track, about a days’ travel out of town. The stall is selling
“Hooman Lemonad” for 500 gp a glass. Its proprietor, “Gor’Don”, is clearly a goblin
impersonating a human (semi-competently), but doesn’t seem threatening. Tiernan the
Cleric purchases a glass of “lemonade” at a steep discount (only 1 gp!) and drinks it, causing
pink bubbles to stream from his mouth. At swordpoint Gor’Don admits to using the lemonade
ruse (strong word) to test his potions of dubious quality, brewed at his house nearby.
Apparently he wants to set up a business at the Outpost. Since Tiernan is suffering no ill
effects and enthusiastically thumbs-upping, we let the goblin go, who immediately books it
into the grasslands. Get excited for Gor’Don’s Poshed-shions, coming soon to a Hooman
town near YOU!
On the second day of travel south, a large fallen tree blocks our path. Narmer and Delilah
decipher the words carved into it in archaic Draconic and Sylvan: ‘You are entering the
territory of The Collector. Bring gifts or prepare to grovel accordingly.’ Although the tree fell
long ago, the writing is only a few years old. There seems to be sentient life on this continent
after all. Later that day, we make camp on the beach. Horatio has a lovely time fishing.
Before dawn Delilah the Ranger hears something shifting in the dunes, but fails to
apprehend the small hooded figure carrying a shovel before it flees towards the southwest.
We continue following the coast south, the landscape turning to grassy dunes. Suddenly we
spot what looks like a barrel lying by the side of the track, made of glass and locked with a
padlock. Inside is a fox, who tells Tiernan that he was trapped by an orc, accompanied by
creatures with long ears and dogs, but that his barrel rolled off the cart they were using. After
many failed attempt at punching/picking/stabbing the padlock, Tiernan frees the fox, which
promptly runs away. There are indeed wagon tracks heading southeast to the coast: we
follow them to a sandy ridge. Behind it we hear digging noises, and voices speaking Sylvan.
Delilah’s curiosity is piqued, so she tries to peer over the top of the ridge; she spectacularly
fails the stealth check, as well as the persuasion check to try and convince one of the dogs
not to rat us out. It starts barking.
Bloody combat against the grimlock excavation party led by an orc ensues. A horse dies.
Dogs are punched in the face. None of us feel great about this. Delilah casts Hunter’s Mark
on the orc before he flees, and we search the cart. The orc and co. were gathering animals
to take back down the peninsula. The hole they were digging up appears to be a grave. We
rebury the mummified elf it contained and Tiernan speaks a blessing (we do take some
grave gold with us). As a sort of penance for all the animal cruelty we also free the creatures
on the cart, except for one: A fairy in a jar (Aladriel), whom Delilah pockets. Tracking the orc
goes swimmingly, and we make camp on the beach. Horatio the Paladin catches more fish
and cooks everyone a lovely dinner. That night, a bright red meteor streaks across the sky
and strikes the mountains far to the north, which Tiernan pronounces to be a blessing from
the Dawn god.
The following day we continue tracking the orc, who is heading south veering slightly inland.
We slowly stop seeing or hearing any animal larger than a cricket.
On our fifth day of traveling we arrive at the point of the peninsula where a ruined tower with
a huge brazier at its top stands. Horatio the Paladin senses objects of fiendish origin inside.
The old lighthouse has a single entrance, but there are seemingly no other security
measures. Since vegetation and cover are sparse we decide against sneaking up to the
building and simply walk up to the door, which is marked ‘The Collector’. While the rest of
the party hide, Tiernan knocks and poses as a postal worker delivering a gift from the new
settlement. The door is answered by a large fey creature covered in white fur, the Collector.
They notice the rest of the party immediately and seem intrigued by Delilah speaking Sylvan.
Tiernan has them sign for their gift (the jarred fairy) and they invite us in.
To our surprise, they have a lovely home on the ground floor of the lighthouse. We even
meet a familiar face: The orc we tracked, relaxing in a bathtub in the Collector’s living room.
The Collector offers us tea, which we decline. Then they invite us to look at something in the
basement. Of course we all go. Surely nothing bad will happen down there.
The Collector takes us to a long room containing a large trapdoor, several cages, and
workbenches covered in bones and scientific equipment. The really interesting bit, however,
is the 9 foot tall giant wired up and chained on a podium at the back of the room. This is
Runak, a fey giant who can control lightning, a power which the Collector is hoping to
harness. Runak recognizes Delilah as a fellow fey being, but before he can say more, the
Collector reveals their knowledge of our horse-murder (:c) and compels the giant to attack
us.
Runak immediately grabs Wrenn and Horatio and lifts them into the air. Narmer tries to break
the Collector’s control over the giant by attacking the cable that is shocking Runak into a
frenzy. Horatio commands the giant to drop him and Wrenn, and the Collector hides in one of
the cages, still holding the cable. By now, Runak has moved squarely onto the trapdoor in
the centre of the floor. Under his weight and a well-placed hit from Horatio, the door gives
way. Runak and the Collector, connected by the cable, plummet into the depths beyond. The
hole the trapdoor was covering is approximately 6 by 6 feet. Its walls are covered in strange
flora. It gives off a distinct fey vibe.
We search the rest of the tower without issue, the orc having made a quick exit (naked?) in
the meantime. We return to the Outpost 5 days later. We will refer to the old lighthouse as
The Collector’s Folly, and to the tip of the peninsula on which it stands as Runak’s Point.
Comments