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Drey Garson

Ranger Knight

Drey Garson is a living legend among the Rangers of the Gnarley Forest, a man who fought, bled, and buried too many friends to count in service to the wild places of the Verbobonc, Viscounty. A ranger, a knight, and a survivor, he was once counted among the greatest woodsmen and monster slayers of the frontier. But age and the curse of a coven of hags have worn him down, and now he is a tired, broken old man with little patience for the world’s foolishness.

Six years ago, he retired to his garden and his pipe, content to let younger rangers take up the fight. But the disappearance of Redaxe Randar, a promising young ranger, has forced Drey to rise from his chair, take up his staff, and once again walk the wild paths. The hunt is on.


Appearance & Presence

Physical Description
  • Aged but formidable: Though over seventy, Drey remains rangy, strong, and sharp-eyed, though his breath comes heavy and his gait stiffens in the cold.
  • Cursed scars: The right side of his face is cracked and petrified, as if turning to stone, the result of a hag’s dying curse.
  • Thick, shaggy hair and beard: His once-blonde locks have turned iron-gray, left wild and unkempt.
  • Unnerving blue eyes: His deep, piercing blue eyes hold the weight of years and an intensity that unsettles even seasoned warriors.
  • Practical attire: Wears a weathered green cloak, homespun tunic, and sturdy boots caked in dried mud. His belt is loaded with pouches of dried herbs, small tools, and carving knives.
"I’ve fought orcs, ogres, and worse things that don’t have names. But the one enemy I can’t kill is time."

Weapons & Gear
  • Quarterstaff: An old, gnarled length of oak, thick as a blacksmith’s arm, worn smooth by years of use.
  • Hand-axe: A versatile tool as much as a weapon, used for both combat and survival.
  • Hunting knife: A long, wickedly sharp blade of elven make, once gifted to him by a friend of the Fealefel clan.
  • Quiver with no bow: He still carries his old quiver of goose-feather fletched arrows, but his bow is long gone—a relic of his younger years.

Personality & Roleplaying Notes

Personality Traits
  • Grizzled and irritable: He is tired, old, and frankly sick of everyone’s nonsense. If work needs doing, he’ll do it, but expect him to complain the whole way.
  • Stubborn as the stone creeping through his veins: His body is failing, but his will is unbreakable.
  • Deeply loyal: He speaks harshly but acts kindly, especially to those who still fight for the Gnarley.
  • Wary of magic: After a lifetime of suffering at the hands of spellcasters, he has little patience for mages, witches, or divine intervention.
Quotes from Drey Garson
  • "I didn't live this long by bein’ brave. I lived this long by bein’ meaner than whatever was tryin’ to kill me."
  • "No, I ain’t got a bow. You see me drawin’ one, you best start runnin’, ‘cause that means things have gone to hell."
  • "Yer young, yer fast, and yer stupid. You’ll probably get me killed. But fine, let's go."
  • "I can’t feel my damned fingers in the morning, and my feet keep trying to root to the earth. If I stop moving, I’ll turn into a damn statue. So I don’t stop moving."

Background & History

A Life in the Wild

Drey Garson was born in a nameless village on the edge of the Gnarley Forest, the son of a forester and a hedge-witch. He took to the woods before he could walk, learning the land’s trails, creatures, and dangers.

  • Joined the Rangers of the Gnarley Forest at sixteen.
  • Knighted by the Viscount of Verbobonc for his service in the Tor Badlands, hunting ogres, gnolls, and bandit lords.
  • Fought alongside the Mounted Borderers, securing key victories against orc raiding parties from the Pomarj​.
  • Led the hunt against the Hag Covey of the Fens of Tor, barely escaping with his life.
"Some people die with a blade in their hand. Some die in bed. Me? I’ll probably keel over in the middle of a damn argument."

The Hag’s Curse

In a battle that cost the life of his dearest friend, Jon Blacksmith, Drey faced down a trio of hags deep in the Tor Fens. Though he slew two, the last, a necromancer, cursed him with her dying breath:

"Ye would take me sisters, ranger. Ye have a heart of stone, I wager. I curse ye then. May the blood that pumps from ye heart o’ stone harden ye limbs, seize ye hands, and root ye feet te the earth. Stone ye are, and stone ye shall be!"

Now, each dawn, Drey must fight the curse or slowly petrify, losing pieces of himself forever. Despite every attempt to break the spell, nothing has worked.


Current Motivations & Role in the Campaign

Return from Retirement

Drey retired six years ago, his body failing him, content to spend his days in peace. However, the sudden disappearance of Randar Redaxe, one of the most promising young rangers, has forced him back into the fight.

  • Investigating Randar’s fate: If no one else can get the job done, he will.
  • Hunting the hag’s remnants: Drey is not done with them yet, and if there’s a way to break the curse, he means to find it.
  • A guide and reluctant mentor: Though he has little patience for young rangers, they still seek his wisdom and experience.

Relationships & Connections

The Gnarley Rangers (Wary Elder & Legend)
  • Drey is a respected but irritable elder, often found grumbling in Corustaith.
  • New rangers seek him out for advice, though he claims he has nothing to teach.
Mounted Borderers of Verbobonc (Old Ally & Veteran)
  • Rode with them in his prime, but believes they have become too political.
  • Some still owe him favors, and he reluctantly calls them in when needed.
Druids of the Gnarley Forest (Respected but Frustrated)
  • They have tried for years to break his curse, but failed every time.
  • Some believe the hags’ magic is beyond mortal intervention.
"I’ll tell you what I told that bandit leader before I cracked his skull—get off my damn trail."


Adventure Hooks & Encounters

A Ranger Goes Missing (Investigation & Wilderness Survival Hook)
  • Randar Redaxe has vanished. Drey is hunting for answers—and he may need help.
The Curse Deepens (Mystery & Magic Hook)
  • The curse is accelerating. Drey’s time is running out. Can the adventurers find a cure?
The Last Hag Lives (Monster Hunt Hook)
  • The final hag of the Tor Fens still lingers, gathering power. Drey wants her dead.

Conclusion

Drey Garson is a legend and a relic, a man too stubborn to die and too tired to keep fighting, yet fate refuses to let him rest. He is a bridge between the past and the present, a walking warning of what the wilderness demands, and a grim reminder that some wounds never heal.

And yet, he still walks the woods, one last hunt upon him, until the stone claims him for good.

"I’ve spent a lifetime breaking the wilderness, cutting trails through the worst parts of the world, and keeping the monsters in their holes. And now? Now my own damn bones are turning to stone. Poetic, ain't it?"
— Drey Garson, Ranger Knight

Drey Garson, Retired Ranger Knight

(Medium Humanoid, Human, Chaotic Good)

AC 20 (Studded Leather +2, Amulet of Natural Armor +3, Dex)
HP 45 (8d10-8, Curse Effect)
Speed 30 ft. (can cast Longstrider)
STR 10 | DEX 12 | CON 5 | INT 13 | WIS 17 | CHA 13

Saving Throws Fort +11, Ref +12, Will +10
Skills Survival +18 (+23 in forests), Stealth +12 (+15 in forests), Perception +8 (+11 in forests), Animal Handling +12, Knowledge (Nature) +11
Senses Passive Perception 18
Languages Common, Elvish, Druidic

Abilities

Favored Enemies. Goblinoids (+4), Orcs (+2 advantage on checks to track them or recall information.

Home Turf Mastery. +3 to Stealth, Perception, and Survival in the Gnarley Forest.

Petrifying Curse. Each dawn, Drey must succeed on a DC 21 Constitution save or suffer Statue for the day, permanently losing 1 Constitution if he fails consecutive saves.

Two-Weapon Combat Mastery. Can attack with an offhand weapon as a bonus action; ignores the ability modifier penalty.

Swift Tracker. Can track at full speed without disadvantage.

Wild Empathy. Can influence beasts' attitudes with a Persuasion check.

Actions

Multiattack. Drey makes two melee or ranged attacks.

Quarterstaff. +13 to hit, 1d6+3 bludgeoning.
Hand-Axe. +14 to hit, 1d6+1 slashing (Crit x3).
Mighty Longbow. +16 to hit, 1d8+1 piercing (range 100 ft., Crit x3).

  • Special Ammo: +1 Goblinbane (x6), Alchemical Silver (x10).
Bonus Actions

Hunter’s Mark. Marks a creature for additional 1d6 damage.

Cunning Step. Drey can take the Disengage or Hide action.

Spellcasting (Ranger, Spell Save DC 13, Spell Attack +5)

1st (3/day): Longstrider, Low-Light Vision, Animal Messenger
2nd (2/day): Cure Wounds, Towering Oak
3rd (1/day): Neutralize Poison

Equipment & Magic Items
  • Quiver of Ehlonna: Holds 60 arrows, collapsible pole, and longbow.
  • Ring of Lesser Fire Resistance.
  • Vest of Resistance +4.
  • Everburning Lantern.
  • Potion of Heroism, Bull’s Strength, Cure Wounds (x2).

Alignment
Chaotic Good
Ethnicity
Other Ethnicities/Cultures
Year of Birth
501 75 Years old
Children
Sex
male
Eyes
deep, piercing blue eyes
Hair
once-blonde locks have turned iron-gray, left wild and unkempt
Height
5'9"
Belief/Deity
Ehlonna
Aligned Organization
Gnarlhounds by 3orcs



Cover image: Gnarley Forest banner by 3orcs
Character Portrait image: Drey Garson by 3orcs

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