Satchel

**Satchel** Is a Ratfolk Rogue of the Inquisitive archetype, played by Sunckey

* Act 2
* Act 1

## Connections

### Connections

*Pasrah* - Party Member*Taxx-is* - Party Member (Former)*Onky Donky*- Party Member (Former)

*Merrick Silversteed*-Friend; Party Member

*Irene Swiftwing*-Friend

*Erispira Mythtari*-Acquaintance

*Ingrid Stonehammer*-Friend

*Torgen Stonehammer*-Friend

*"Mr. Mittens"*-Friend

*Verythian Macracantha*-Friend

*Smok Ilgriv* - Father

*Neve Ilgriv* - Aunt

*Luca Ilgriv*- Uncle

## **Description**

### **Appearance**

Satchel is a ratfolk with ash-brown fur only having gradient markings going from white to orange starting from his naval to covering both of his shins, as well as from his wrists to his elbows. The only markings on his face are large, orange, unkept eyebrows. His fur is noticeably tussled, partially from being ungroomed and from being a rex-- having curly fur. Satchel's skin is a pale pink, almost sickly. The bridge of his snout goes into a bump at the end, with a scar in a somewhat crescent shape sitting right above his nose. His only visible eye has a pale yellow sclera, going into a vibrant orange iris. His teeth appear to have the same yellow hue of his sclera, however his left canine is replaced with a large gold fang.

#### **Outfits**

##### **Act 1-2**

Satchel's outfit is rather ragged, the base of his pants and coat are covered in dirt and what appears to be mud stains. His pants, which are of a wine red color, are uneven where his left pant-leg has been ripped off up to his knee. His feet are both wrapped in bandages, and a leather kneepad connects the bandage to his pants on his left leg. His pants are kept up by a double-wrapped belt, which also keeps his coat belted to him in the same fashion.

Satchel's coat is an oversized royal blue naval coat, tattered at the bottom and split in the middle to make room for his tail to poke through. The collar and cuffs are a lighter, dull blue decorated with golden rope. Satchel only has his left arm through one sleeve, the other hangs behind him. Wrapped around his shoulders is a plaid, mustard yellow cloth seemingly used to keep his left sleeve up. His right shoulder has a small leather pauldron, with both wrists having leather braces big enough to cover the markings underneath.

On his face, Satchel wears a single-lensed goggle over his right eye, with a jeweler's lens fashioned on it as a magnifier. However, the lenses are incredibly clouded and dirty that it's impossible to see inside them-- and therefore unlikely he can see out of them either. The only other adornments he has are the hoops on both of his ears, as well as the full-sized dinner fork fashioned into an earring on his left ear.

##### **Forest-Fire Party**

During the party's first week in Neverwinter, Varythian held one of his parties with the theme of "forest fire." Here, Satchel wore a dark green waistcoat accented with brown elbow pads and gold lining. Under which he wore bright yellow pants with a matching corset, patterned with antique-styled leaves. His shirt was a tan button-up with a type of white cravat. Here, he wears a full set of goggles-- however keeping one lens above his left eye.

##### **White Dragon Party**

In the finale of Act 1 with the "White Dragon" themed party hosted by Varythian once again, Satchel begrudgingly agreed to wear an outfit decided upon by the seamstress in the shop-- something he shows to regret once arriving at the party. There, Satchel's outfit is more intricate than his previous party design-- with a dark blue veil covering both eyes being the only accessory on his head besides dangling azurite earrings he received during his time with The Clan of the Traveling Rakshasa. He is adorned with a silver choker housing a similar blue gem to his earrings in the middle held on by strips of silver, creating a diamond shape in the middle of the necklace as the piece is draped over a white frill collar.

For a top, Satchel is depicted wearing a white corset with wide shoulder straps-- creating a wide window for his chest which is slightly covered by what can only be guessed as a lace undergarment covering both pecs, made with the same lace from his veil. This is covered by a white, scaled waistcoat in which the sleeves have been switched out for a cape made with the same dark blue lace. The bottoms are of the same white scale fabric as the waistcoat, with the hips and thighs of the pants being cut out and only being hooked together by blue gems, also seen to decorate the bottom of the waistcoat. While not wearing shoes exactly, Satchel is depicted wearing light, pale pink toeless socks with a scalloped cut at the ankle.

Finally, the only other accessories Satchel is seen wearing are lace arm warmers, and a round, blue ring on his left middle finger.

##### **Act 2-3**

Satchel's outfit for Act 2 is not too different from his Act 1 design, as instead of replacing his older, worn down clothes-- he instead opts to mend and rearrange items. Here, Satchel keeps the majority of his accessories-- However ditching the jeweler's lens he once kept on his monocle. He is seen to have split his plaid cloth in half, continuing to use one half as a scarf, while the other half is used to mend the bottom of his left pant leg. Under the scarf is the Amulet of proof Against Detection and Location. The pendant sits level with the Infinity Ball, now fastened onto his lower belt.

Satchel still wears the same naval coat, however the frayed bottom has been sectioned off into four stray pieces, knotted at the ends in order to allow better movement. He is wearing both sleeves this time, with both being sewed up higher to keep his hands free. Instead of having both belts even around his waist, one is wrapped under his chest, while the other is lop-sided around his hips, meeting the top belt around his left side. Due to the uneven belt, his pants seem to follow the lopsidedness of his bottom belt.

While keeping his left kneepad, Satchel now wears his leather shoulder pauldron around his right leg as an attempt to create a second kneepad-- however oversized. His right foot is now covered by half of a cloth sock belted around his ankle while his left is still wrapped up in pale tan bandages.

### **Personality**

An overall anxious individual, Satchel isn't the easiest to befriend and is often seen as the most uncooperative of the party. His initial reaction to others is generally untrusting, often partnered with an uneasy demeanor. However, it's not impossible-- as proven by his quick trust in Irene Swiftwing after meeting her for the first time in her home in the Tree of Helm. To others, he comes off as almost cold and unconcerned in his mannerisms-- choosing himself over others as he often disappears suddenly and without warning-- sometimes in high-stakes events. The moments in which Satchel has shown genuine interest or concern towards others are few and far between, but often come out of nowhere and are almost always 1-on-1 interactions.

While Satchel doesn't state to have a definitive stance on violence and fighting, his actions in regards to such suggests he leans towards using it as an escape or solution to some problems. He's also been seen to have a lenient trigger-finger when it comes to detaining suspects, as seen multiple times when confronting people for questioning and choosing to subdue them by shooting an arrow through one or both of their knees. While in combat, Satchel switches his fighting style depending on the status of *Cornered Beast ,* leaning more towards an animalistic melee style when under it's influence. Regularly, he sticks to long-range archery dependent on staying hidden from his targets as well as his *Insightful Fighting*.

Despite being a rogue- a class that is dependent on charisma- Satchel is extremely socially-anxious and has below-average charisma. He isn't the best when it comes to social situations-- often getting himself or the party into worse situations due to his incompetence with people. Many of his attempts at deception have gone unsuccessful and ones that have were very close. However, Satchel has been seen to have a knack at persuasion in special situations-- something he's never commented on so far. His main expertise is in regards to reading others, more often than not learning more about others than they tell him themselves. So far, Satchel alone has uncovered the mystery regarding both Irene and Merrick and the events with the red dragon.

### **Stats and Abilities**

#### **Stats**

Level 8 Stats
 **AC** | 16
 Str
 Dex

Satchel currently has:

* +1 to AC from the Cloak of Protection.

#### **Abilities**

##### **Rogue Abilities**

* **Ear for Deceit -** When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
* **Eye for Detail (Homebrew edit) -** Determine daily uses by rolling 1d4 per day. When rolling a check to spot a hidden object or uncover clues( Wisdom & Intelligence) , treat a roll on the d20 that is 7 or lower as an 8.
* **Insightful Fighting -** At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.
* **Sneak Attack -** Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
* **Steady Aim -** As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
* **Cunning Action -** Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
* **Uncanny Dodge -** Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
* **Evasion -** You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

**Race Abilities**

* **Cornered Beast -** When your hit points are less than half your hit point maximum, and you do not have a conscious ally within 30 feet, you deal additional damage on your first attack roll each turn equal to your proficiency bonus.
* **Darksight -** 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.
* **Rodent Empathy -** You have advantage on Wisdom (Animal Handling) checks when dealing with any kind of rodent.
* **Tinkerer -** You have proficiency with tinker's tools. You can spend 8 hours and 25 gp in materials to construct a handheld Autodrill. As an action, you can use the drill to tunnel through earth, but not sand or solid rock, at a speed of 5 feet at the end of each of your turns, leaving behind a tunnel of your size.
* **Market Dweller -** Doubled bonus in Deception and Persuasion for trading only.

##### **Unique Abilities**

* **Stomach of Holding -** You have the reflexes to swallow small to medium sized objects for storage inside of your stomach. The larger the object is, the higher the DC will be to successfully swallow the object as well as the risk of choking.

## **Biography**

### **Background**

Any information about Satchel's background is clouded in mystery, as very little has been revealed by him directly and no information has shown up second-hand. What little he has shared is only bits and pieces-- and the validity of them are shaky at best.

According to Satchel, he comes from Waterdeep in an area greatly populated by Elves, which is where he learned to speak Elven. Unrelated, while not mentioning them directly, he later states his family never considered getting maids.

In a private conversation between Satchel and Irene the day before leaving for the Icespire Peak [Session 14], he reveals something happened to cause him to run for 9 years, however never revealing what exactly it was that caused him to run or whether it was his own doing. In the same conversation, he states it was bizarre enough that even he didn't believe what was true and what wasn't.

It was only during Session 25 that any major backstory reveals were made, as Satchel explains to Pasrah after breaking into the home of his father's family that the reason he's been on the run for 9 years was due to a theft he committed at the age of 15-- Causing him to lose any and all contact with his family for the whole time he was running. He wasn't sure what it is that he's exactly stolen-- Only that it couldn't be left in the owner's hands.

Session 26 picks up where session 25 left off, as Satchel not only explains the situation to Merrick-- But reveals the item he stole was a small marble-esque orb, accidentally switched with his glass eye in his right eye socket. While still unsure of what it is, he explains that the orb is the reason he's being hunted down, as well as the reason for the death of Craig and Onky's disappearance.

### **Sessions 1-5**

Satchel was the first to show up at the Stonehill Inn in Phandalin, where Sir Merrick Silversteed said to meet in his letter advertised around the Sword Coast. He made little conversation while waiting as the rest of the group show-- excluding Taxx-is-- to meet for their first assignment as aides in helping Merrick slay the White Dragon. They are quickly sent off to check on a woman in a windmill, however upon arrival, the group got into an argument about whether or not what they were seeing in the sky was a bird or not- With Satchel being vocally sure it was a bird. It wasn't, however-- Rather, it was a manticore headed straight towards the group. Satchel was the first to fall unconscious in the entire campaign due to being impaled by it's tail-spikes.

Upon returning to the Inn, the group is quickly sent out once again- this time to deliver a message to dwarves mining near the mountain of the approaching dragon. Immediately leaving the Stonehill Inn once again, the group is introduced to Taxx-is, with Satchel being noticeably frightened by her ability of telekinesis. Once reaching the mining site, the group is allowed to search neighboring old ruins, as the two dwarves head of the excavation can't get through the ochre jellies. It's here where Satchel gets the first of his collection of cult memorabilia, with an amulet of Abathor scavenged from a withering skeleton in the ruins.

When leaving the ruins, the group are given a letter signed by Merrick, telling them to meet at the Tree of Helm. Without questioning it, the group heads in the direction and are met with a series of puzzles in a dungeon with no sign of Merrick within. Satchel solves the first three, while sitting back during the prison escape puzzle. However, upon seeing the illusion of the mountain ogre in the final puzzle, Satchel attempts to direct Pasrah through the room after her having been afflicted with fear, however-- he failed his own wisdom save, and had to be lead through the room by Taxx-is and Onky instead.

Once finishing the puzzles and reaching the final room above the dungeon, Satchel met Irene Swiftwing, who confessed to forgering the letter given to the group by the dwarves. Taking the group into a circle and performing the spell *Circle of Truth,* Irene asks each individual party member if they're committed to defeating the dragon. Satchel, who failed his wisdom save, confessed he wasn't sure, and didn't trust the party. This lead into a 1-on-1 scene between Irene and Satchel, where Irene recognized him as "someone whose been running for a long, long time" and gifted him the *Amulet of Proof against Detection and Location.*

Both heading towards and leaving the Tree of Helm, the group meets a traveling merchant and Satchel trades the amulet of Abathor for a Magic Infinity Ball, an enchanted fortune telling device which can only respond to yes or no questions. He proceeds to attempt to swallow it-- but chokes in the process, failing to demonstrate his talent to his peers but still informing them of his "unique storage accommodations."

### **Sessions 6-10**

Returning from the Tree of Helm to Phandalin, the party then travels to Neverwinter to stay at Merrick's home to prepare for the battle with the white dragon, touring the city after meeting Ingrid Stonehammer and Torgen Stonehammer at their bakery for lunch. During their stay at Merrick's mansion, Satchel successfully breaks into Merrick's office in the middle of the night, finding a letter to Varythian from Merrick, and two books titled *"A guide to Necromancy"* and *"Tale of the 6 Heroes of Neverwinter"* respectively, however is unable to open a locked drawer in Merrick's desk.

During his first week in Neverwinter, Satchel encountered a hidden store named *The Empty Mirror,* a magic item shop which was sparsely stocked besides a back mirror the length of the entire wall. There, Satchel had a brief encounter with illusions casted by the mirror, including a phantom hand attempting to choke his reflection as voices angrily told him to "GO BACK".

Satchel returned to *The Empty Mirror* not long after his first visit, this time meeting an old woman, cloaked in a black shroud who proceeded to scream at him to leave upon finding him hiding behind a podium. Satchel stayed, persisting to know who the woman was affiliated with and by proxy, the store. After causing an explosion inside the store due to mishandling an enchanted sword-- and threatening to do it again, Satchel learned the store was privately owned by the *Obsidian Enclave*, an organization of magic users aiming to determine the potential of magic in the world. Getting what he decides is suffice information, Satchel leaves-- not telling anyone else what he learned.

The party goes on to attend the first of a series of parties held by Varythian, following the theme of "Forest Fire." Here, Satchel meets up with Ingrid, the two staying in the dining room while the rest of the party goes into the ballroom. Masked figures suddenly appear for a performance on the main stage in the ballroom, before Varythian takes the stage to celebrate the courage of the party to volunteer to defeat the white dragon. After meeting up with Irene and discussing Merrick's occasional odd behavior, Satchel eavesdrops on the two talking in the library about the past heroes of Neverwinter. It's immediately after that Satchel awkwardly gets with Merrick, the two clearly lying to one another about their reasons for being in the library, before moving onto the dancefloor and dancing until the two separate for the rest of the night.

The group continue looking around Neverwinter, shopping for more items before returning to Merrick's mansion and spending downtime there. While out, Satchel acquires a few books, one of them being *"The Compendium of Dreamwalking."* After reading to the group the *"Tale of the 6 Heroes of Neverwinter,"* they learn of what supposedly happened after the battle with the red dragon, and what happened to the rest of Merrick and Irene's party. Satchel asks the infinity ball: "Is the ending to the 6-heroes book *factually* correct?" And the response being: "You may rely on it."

The group gets together the next morning for a training session with both Merrick and Varythian, the latter being present in order to summon two ice elementals. Satchel and Pasrah take on one of the ice elementals separately from Taxx-is and Onky. The training takes a turn when Merrick is set on fire from Onky's alchemist jug using beer and a torch from Taxx-is. After Onky and Taxx-is attempt to confront Merrick about what happened to his party, Satchel takes Taxx-is aside and in a 1-on-1 conversation, demands her to back off-- saying she "doesn't know what she's talking about." The conversation ends with Taxx-is expressing her hope that they may work as an actual team for once, as Satchel dismissively agrees before abruptly leaving back into the mansion.

The party go off into Neverwinter once more, this time tracking down the business and residency of Erispira Mythtari, the woman Taxx-is had followed at Varythian's party beforehand. Upon finding the small courtyard in which her building was located, Satchel wanders off in the direction of a neighboring building-- and is quickly pulled inside to be greeted with the Cult of Mercole, the god of undeath. After anxiously explaining his desire to keep living, he's attacked and downed immediately before Pasrah and Taxx-is break down the building's door. And after being healed by Pasrah, Satchel joins Taxx-is in slaughtering the remaining cult members-- where Satchel kills the leader of the cult via decapitation. He takes the leader's amulet as a trophy-- making it his second cult amulet in the campaign.

It's when they leave the cult's building that Erispira opens her door, her first sight being Satchel- bloody and delirious with Taxx-is behind him. The group chat for a short amount of time about Erispira's latest case of missing persons, before they realize Onky is nowhere to be found.

Discovering footprints leading to an open road, Satchel rushes out in front of the others to follow the suspected wagon tracks, Taxx-is and Pasrah following behind once they find Erispira missing not long after, with her kitchen window smashed and broken. Reaching the wagon, the group finds multiple captives along side both Erispira and Onky tied up and a black Tabaxi woman towering over them along side two Orc henchmen. Combat commences and the four are able to kill the two Orc henchmen and down the Tabaxi woman, after Satchel shoots an arrow right through her knee.

After combat, the group proceeds to interrogate the woman-- however rather poorly. Instead, the group learns Onky used to belong to the circus the Tabaxi woman was a member of, and that she knows where Onky's missing siblings were located. After Onky decides she's heard enough, Satchel proceeds to kick the Tabaxi woman in her injured leg, knocking her unconscious once again.

The rest of the captives in the wagon are set free, including a small human girl named Elenor, who proceeds to be a nuisance to the party all the way back to Merrick's. Before leaving however-- The party spot a messenger boy approaching on a pony with a message from Merrick asking the party where they've been and to return as soon as possible. In an attempt to send the message "Wait." back to him, Satchel proceeds to try and kick the back of the pony to have it go faster. However, the messenger boy is promptly thrown off his pony as Taxx-is threatens Satchel with being his replacement. Once arriving back at Merrick's, the party finds Merrick in the living room-- sitting across from an out-of-breath messenger boy.

### **Sessions 11-15**

During the night the party is back from their rescue mission, Onky leaves through her bedroom window without notifying the rest of the party-- and is never seen again throughout the rest of the campaign. However, in the hopes of finding and rescuing Onky the group use the information gained from the Tabaxi woman from the wagon before to travel out to the edge of the Neverwinter Woods towards the camp for Barnaby's Travelling Circus-- the circus Onky was previously affiliated with. After an encounter and befriending an escaped owlbear-- which Taxx-is quickly named Cheez-it-- Satchel attempts to get closer to the circus camp see what exactly the party is dealing with, only to be immediately spotted an apprehended.

After the party almost wipes out the entire circus of their guards, they're encountered by two tieflings, an man and a woman. Seeing the party in their damaged state, the two offer information to where Onky may be in exchange for partaking in the circus' next performance. Before any agreements are made, Satchel argues they aren't going to agree without a written document-- to which the tieflings agree to make, as the man goes into one of the trailers to speak to the ringmaster. The moment the man leaves, Satchel signals to Taxx-is to use this to their advantage. The remaining woman is immediately attacked as Taxx-is hits her with her greatsword, immediately restarting combat.

After another rough battle, the party comes out victorious but considerably wounded. Searching, they discover that the two tieflings were lying about the existance of the ringmaster and proceed to loot their trailer-- finding 1,000 gold to split between the three of them. Within the rest of the circus members the party meets is a tabaxi child who goes by "Mr. Mittens" and is immediately taken in by the party to Satchel's dismay. Upon returning to Neverwinter after failing to find Onky, the group drops off Mr. Mittens with Ingrid and Torgen before returning to Merrick's for the night before setting off to Phandalin.

It's upon reaching the dining room that the group discover not only pouches of gold suggested to be payments to the party-- But spatters of liquid Satchel is able to pick up quickly as blood. Following the trail, the group find Merrick's butler, Craig, dead in the kitchen as his head had been smashed repeatedly against the cutting table in the middle of the kitchen. Satchel attempts to repose the body and cover it up respectively while Pasrah and Taxx-is use Cheez-it as a bloodhound. Following the smell up to the bedrooms, the two are greeted to Onky's vacant room now unlocked, with her violin snapped in half at the neck. As Satchel catches up with the two, they discuss how to proceed from here, and agree to leave immediately instead of resting for the night in the house.

Before leaving to stop at the Stonehammer Bakery to inform Ingrid and Torgen of their discovery, Satchel breaks into Merrick's study one last time and finally opens the locked drawer-- inside housing a single letter written to Irene regarding what happened during the battle with the Red Dragon, cut into sizable pieces. Satchel takes the letter and stashes it inside the book of the six heroes and catches up with the rest of the group before leaving to Phandalin in the middle of the night.

The party travels for a few days, stopping different times for rest. At one point the party stops besides a field of flowers, Satchel simply watching the sunset in the middle while Pasrah and Taxx-is pick flowers. Continuing on the road, Satchel picks up reading the Compendium of Dreamwalking, and makes a breakthrough in his reading-- giving him the ability to cast the spell Dream.

On the road right before reaching Phandalin, the cart is stopped by the White Dragon itself, and after failing to chase it away with a torch poorly thrown towards it, the dragon slays one of the horses before taking off with the other one-- leaving the party with nothing but a cart. In a ditch effort to not leave behind the cart, Taxx-is and Cheez-it are hooked up and pull the cart themselves.